Jump to content

Take-Two Interactive

From Wikipedia, the free encyclopedia
(Redirected from Take Two Interactive)

Take-Two Interactive Software, Inc.
Company typePublic
IndustryVideo games
FoundedSeptember 30, 1993; 31 years ago (1993-09-30)
FounderRyan Brant
Headquarters,
US
Key people
Products
RevenueDecrease US$5.349 billion[1] (2024)
Decrease US$−3.59 billion[1] (2024)
Decrease US$−3.74 billion[1] (2024)
Total assetsDecrease US$12.22 billion[1] (2024)
Total equityDecrease US$5.668 billion[1] (2024)
Number of employees
Increase 12,371[1] (2024)
Subsidiaries
Websitetake2games.com

Take-Two Interactive Software, Inc. is an American video game holding company based in New York City founded by Ryan Brant in September 1993.

The company owns three major publishing labels, Rockstar Games, Zynga and 2K, which operate internal game development studios. Take-Two created the Private Division label to support publishing from independent developers, though it sold the label in 2024. The company also formed Ghost Story Games which was a former 2K studio under the name Irrational Games. The company acquired the developers Socialpoint, Playdots and Nordeus to establish itself in the mobile game market. The company also owns 50% of professional esports organization NBA 2K League.[2] Take-Two's combined portfolio includes franchises such as BioShock, Borderlands, Grand Theft Auto, NBA 2K, WWE 2K, and Red Dead among others.

As of September 2023, it is the second-largest publicly traded game company in the Americas and Europe after Electronic Arts, with an estimated market cap of US$23 billion.[3]

History

[edit]

1993–2000: Formation and initial growth

[edit]

Take-Two Interactive was founded by Ryan Ashley Brant, the son of media executive and Interview co-owner Peter Brant. Ryan Brant had attended the Hotchkiss School and the Wharton School of the University of Pennsylvania, graduating in May 1992. He began his career in May 1991, working for his father as the chief operating officer of Stewart, Tabori & Chang, a publisher of illustrated books, until August 1993.[4][5] As Brant wanted to forge his own path, he decided to create a video game publishing company. He stated "I wanted to get into a business where I could raise capital as a younger guy. In technology, people expect you to be a younger person."[4] An initial US$1.5 million in funding was raised from his family and private investors.[4] Take-Two was incorporated under the Delaware General Corporation Law on September 30, 1993, with Brant (21 years old at the time) as chief executive officer (CEO).[6][7] The business was launched with assistance from John Antinori and Mark Seremet.[8][9] Seremet sold his stake in the company in 1998.[9] Early on, Take-Two had a location in Latrobe, Pennsylvania.[10][11] By June 1994, the company had acquired and absorbed InterOptica, a software publisher owned by Wan Chai and headed by Catherine Winchester (later Heald); the latter became Take-Two's first president.[12] Later that month, Take-Two struck a deal with GameTek that would see the publisher distribute five of Take-Two's games worldwide.[13][14]

Starting with Star Crusader in September 1994,[15] Take-Two found its first major success within games that included full motion video with well-known live actors performing the parts, following the success that Mechadeus had with The Daedalus Encounter which featured Tia Carrere.[4] Take-Two hired Dennis Hopper, among others, to star in parts for Hell: A Cyberpunk Thriller (1994), which sold over 300,000 copies over the following year and established profit for the company. This was followed by Ripper (1996), of which US$625,000 of its US$2.5 million budget was used to hire actors such as Christopher Walken, Karen Allen, and Burgess Meredith. The success of both these games, as well as earlier titles, led to a publishing agreement between Take-Two and Acclaim Entertainment to publish Take-Two's titles, as well as obtaining overseas distribution. Take-Two also secured a license with Sony Computer Entertainment to publish on the PlayStation line of consoles.[4] In February 1995, GameTek acquired a stake in Take-Two, aligning the studio with its own Alternative Reality Technologies.[16] By July 1995, Take-Two had established its head office in the Silicon Alley area of New York City.[17] Take-Two expanded in its Latrobe location and, in September 1996, took over the second floor of its office building, which had been occupied by the Chestnut Ridge Chapter of the American Red Cross.[10]

Around 1996, the company was making about US$10 million, but Brant wanted to further expand the company, and made its first acquisition of Mission Studios and publishing its JetFighter III game in 1996.[18] Brant decided to secure additional funds for acquisition by taking the company public.[19] The company announced this intent in April 1997, looking to raise $8.2 million.[20] The company had its initial public offering (IPO) on April 15, 1997, being listed under the ticker symbol TTWO on the NASDAQ stock exchange. The opening price was $5.50, above the expected $5, and on its first day rose to $5.75.[21] From the IPO, the company gained about US$6.5 million along with US$4 million on venture fund promissory notes.[4] At this time, Peter Brant had been the largest shareholder in Take-Two at 25% owned through Bridgehampton Investors LP, which also had Ryan Brant as general partner.[7] The additional funds allowed Take-Two to acquire GameTek's European operations, its internal Alternative Reality Technologies studio (later renamed Rockstar Toronto), and the rights to GameTek's Dark Colony, The Quivering, The Reap, Jeopardy! and Wheel of Fortune games.[4][22] The company hired Kelly Sumner, a GameTek executive director, as part of this purchase. Additionally, the company acquired Inventory Management Systems, Creative Alliance Group, and Alliance Inventory Management, three video game distribution companies that helped to extend Take-Two's reach into the retail market.[4]

In the same year, Take-Two stepped in as the publisher of Monkey Hero. Its developer, Blam!, had been struggling financially after the game's original publisher, BMG Interactive, was shut down by BMG Entertainment (a unit of Bertelsmann), its parent company.[23] In March 1998, Take-Two acquired all assets of BMG Interactive for 1.85 million shares (16% of Take-Two's common stock), worth about US$14.2 million.[24][25] In the previous year, the United Kingdom-based DMA Design and BMG Entertainment had just released Grand Theft Auto, and while it financially performed well but was not a critical success in Europe, it had sparked controversy over the use of violence in video games, with United States Senator Joe Lieberman speaking out strongly against it. Seeing the opportunity to capture attention on the game, Brant had initiated the acquisition of BMG as to acquire the Grand Theft Auto property, and at the same time, contacted BMG's Sam and Dan Houser (both instrumental to getting Grand Theft Auto to market), Terry Donovan, and Jamie King to found a new label within Take-Two, called Rockstar Games for which to develop more titles like it.[26][27][28] Electronic Arts' (EA) 2008 CEO, John Riccitiello, stated that, with the establishing of Rockstar, Take-Two effectively invented the "label" corporate structure, which EA followed into in 2008.[29] With the rights to Grand Theft Auto, Take-Two expanded its publication into North America, and the game became Take-Two's first financial success with over 1.5 million copies sold.[4]

Take-Two also began taking on distribution capabilities, acquiring various distribution firms such as DirectSoft Australia for the Oceania market.[4] Notably, in August 1998, Take-Two acquired Jack of All Games, an America game distributor, for about US$16.8 million. Take-Two subsequently bundled many of its existing and future distribution outlets under the Jack of All Games brand.[30][31][32]

In 1999, Take-Two acquired DMA Design (ultimately renamed Rockstar North), and invested into Gathering of Developers and Bungie (eventually transferred over to Microsoft Game Studios).[4][33] In September, the company also acquired Triad Distributors and Global Star Software, a video game distributor and publisher, respectively, both founded in 1993 by Craig McGauley and Damian Cristiani and operating out of the same offices in Concord, Ontario, with the same management team.[34] Israeli developer Pixel Broadband Studios was acquired for $50.4 million in March 2000,[35] before Take-Two sold it off to Gameplay.com in October that year, receiving £34.1 million in Gameplay.com shares in return.[36][37]

2001–2006: Further acquisitions and regulatory investigations

[edit]
Take-Two's logo from 1999 to 2004

In February 2001, Brant stepped down as CEO of Take-Two to serve as its chairman, being replaced in the former role by Sumner.[4][38] Around this time, the company had 658 employees.[39] With Rockstar, Take-Two invested into developments of sequels to Grand Theft Auto, including Grand Theft Auto 2 (1999), and Grand Theft Auto III (2001) along with sequels, Grand Theft Auto: Vice City (2002) and Grand Theft Auto: San Andreas (2004). By 2003, Take-Two had revenues exceeding US$1 billion.[40] In 2004, Take-Two paid US$22.3 million to Infogrames for the rights to the Civilization series.[41][42] The company had also planned to acquire Vivendi Universal Games for $1 billion.[43]

In 2005, Take-Two began a host of acquisitions, spending more than US$80 million buying game developers.[44] One of its largest acquisitions was for the development studios Visual Concepts and Kush Games from Sega for about US$32 million in January 2005. Both studios had been extensively behind several sports simulation games, branded through ESPN, and typically released updated versions each year, using a 2K brand to differentiate versions (such as ESPN NFL 2K5). In 2004, Take-Two had struck a deal with Sega to help publish these titles. Just prior to Take-Two's acquisition, Electronic Arts announced it had secured the exclusive rights to create video games based on the National Football League (NFL) and a fifteen-year branding deal with ESPN, effectively killing Visual Concepts' own NFL title and devaluing their others games. This decision led Sega to abandon the sports-game market. Take-Two acquired these studios and unique branding (including the 2K brand), as well as negotiated for exclusive rights with Major League Baseball for video games.[45][46] A day after announcing these acquisitions, Take-Two established their 2K publishing label to maintain the 2K brand, moving several planned games from their budget software label, Global Star, to 2K. Take-Two further realigned the other existing internal studios — Indie Built, Venom Games, PopTop Software and Frog City Software, and Take-Two Licensing — within this new structure.[47]

After the formation of 2K, Take-Two completed other major acquisitions. Firaxis Games was acquired in November 2005 for around US$27 million;[48] Take-Two had already supported the studio by using their acquisition of the Civilization license to support publishing of Civilization IV.[49] Irrational Games was acquired around January 2006 for about US$10 million, including both its Boston and its Canberra studio.[44] At the time Irrational had already established a publishing deal with Take-Two for their upcoming BioShock game. With the deal, Irrational became part of the 2K label.[50] It also acquired PAM Development from the Gaia Capital Group for US$11.4 million, giving them access to the Top Spin series of tennis games.[44]

However, during this period, the U.S. Securities and Exchange Commission (SEC) began examining Take-Two's business records, based on complaints filed from 2001 that Take-Two's earnings did not seem to match figures of game sales reported by NPD Group. The SEC's formal complaint found that the company had purportedly sold products to distributors as a "parking transaction" for a quarter, as to artificially increase their revenues for investors, which it estimated was a US$60 million fraud.[51] A lawsuit was filed against Take-Two in December 2001, alleging that the company had lied to shareholders.[52] Take-Two initially restated seven quarters of past financial results in February 2002, then five years in January 2004.[53][54] Brant stepped down as chairman in March, being succeeded by Richard Roedel.[54] After the SEC's issuance of the complaint in 2005, Take-Two agreed to pay a US$7.5 million fine, along with Brant and other executives paying fines totaling around US$6.4 million. Brant, who had remained with the company in the non-executive role of "Vice President of Production", ultimately resigned from the company in October 2006, following a four-month disability leave due to a bad back.[38]

In 2007, a separate investigation by the SEC found further issues with Brant and two other executives of the company. In an industry-wide sweep against options backdating (receiving shares when they are priced high but backdating their ownership to when they were priced low), the SEC had found Brant had received backdating options of over 2.1 million shares, though he had excised all options upon his 2006 resignation. Brant pleaded guilty to falsifying business records, but agreed to co-operate with the SEC and instead of receiving up to four years in prison, was fined US$7.3 million and barred from holding any "control management positions" in a publicly traded company.[51][55] Brant died of cardiac arrest in March 2019 at the age of 47.[5][56]

Further troubling Take-Two during this period was criticism and legal actions taken against the Hot Coffee mod, a user-made modification to Grand Theft Auto: San Andreas that unlocked a hidden graphic sex scene that was built into the game, with concerned politicians and consumers stating the scene belied the game's ESRB content rating. Actions taken against Take-Two included an investigation by the Federal Trade Commission for deceptive advertising, to which Take-Two and Rockstar settled in 2006 on fines for any future violations of content ratings.[57] Take-Two completed a US$20.1 million settlement related to class-action lawsuits filed against it in 2005 over the Hot Coffee mod, as well as to a class-action lawsuit brought by shareholders over the options backdating fraud, in September 2009.[58]

2007–2008: Shareholder takeover and attempted buy-out

[edit]

A fire had damaged part of the Take-Two headquarters building in New York in 2006. In early January 2007, Take-Two relocated the headquarters for 2K to Novato, California to 65,000 square feet of space at Hamilton Landing, an office park that had repurposed the former hangar structures from the Hamilton Army Airfield.[59] Later that year in September, Take-Two established a partnership with Nickelodeon and launched a new label, 2K Play, designed for publishing of family-friendly titles alongside 2K's 2K Games and 2K Sports sub-labels, absorbing the remaining publishing duties of the Global Star label.[60] In December 2007, Take-Two established 2K Marin (named after Marin County, where Novato is located) and expanded its presence at Hamilton Landing.[61][62]

Zelnick in 2015

Due to the various SEC investigations and the Hot Coffee controversy, investors in Take-Two discussed the possibility of taking over the company at its next board meeting in March 2007 and oust the current management. There were also issues with Take-Two failing to make its revenue targets, having lost US$163.3 million in 2006.[63] Investors OppenheimerFunds Inc., S.A.C. Capital Management, Tudor Investment Corp., D.E. Shaw Valence Portfolios and ZelnickMedia held 46% of the company's stock at this point, and were looking to put ZelnickMedia's Strauss Zelnick as the chairman of the board while ousting long-standing management and board members. Zelnick had previously been president and CEO of BMG's North American division at the time of the sale of BMG Interactive to Take-Two, a move he had been against, believing that BMG could have capitalized on the video game sector more. Following BMG, Zelnick had been COO of 20th Century Fox and CEO of Crystal Dynamics. He founded ZelnickMedia in 2001 as a private equity firm to focus on media and interactive entertainment investments.[64] Industry analyst Michael Pachter stated that a takeover would be best for Take-Two, as the present management "completely abdicated any responsibility for the oversight of the options-granting policy. A more responsible board would have committed hari-kari."[65] CEO Paul Eibeler, who had replaced Brant after his resignation, had tried to find a buyer for Take-Two after the investors filed their intent with the SEC. Among the potential buyers were EA,[66] but a deal could not be negotiated before the meeting. The takeover was successfully agreed to by stockholders on March 29, 2007, with Zelnick naming Ben Feder, a partner at ZelnickMedia, as the new CEO.[63] As of July 2015, Strauss Zelnick is the largest single shareholder by voting power.[67]

The company announced a major restructuring in mid-2007, following the takeover. With the move of the 2K labels to Novato, the executive, management, distribution and sales areas were evaluated to align these by business discipline rather than geography.[68] Subsequently, the company let go about 5 to 15% of its approximately 2100 employees, closed down some of its European offices and centralizing these in its Geneva location, and looked to get out of the distribution market by looking for buyers of Jack of All Games.[69][70]

In mid-February 2008, EA made a US$25-per-share all-cash transaction offer worth around US$1.9 billion[71] to the board of Take-Two, subsequently revising it to US$26 per share after being rejected and making the offer known to the public.[72] At the time, Take-Two's stock was valued around US$10 per share.[73] EA CEO John Riccitiello said that EA had previously considered a deal for Take-Two in the previous year when they were approached by Eibeler,[66] however, with Activision's acquisition of Vivendi Games in December 2007, EA was looking to resecure itself as one of the top video game publishers with the acquisition of Take-Two. While Take-Two had been discussing the potential of a buyout to a large media company after the shareholder takeover, Zelnick and the board rejected the offer, with Zelnick stating "We didn't slam the door, we just said look, the price is not right and the time is wrong".[74] Take-Two offered to discuss the offer after Grand Theft Auto IV's release on April 29, 2008, which many considered to be the lucrative property that EA desired.[74] An acquisition would have ended EA's main competition in sports video games.[75] EA continued to extend its bid offer throughout 2008, but by September 2008, EA decided to back away and let the offer expire, as Take-Two continued to call EA's cash offer as inadequate.[76]

2008–2018: Continued growth

[edit]

In September 2008, Take-Two established an outsourcing agreement with Ditan Distribution LLC, at the time owned by Cinram, a Canadian manufacturer of optical media. Through the agreement, Take-Two offloaded all distributing duties from Jack of All Games to Ditan, while establishing the means for Jack of All Games to license and distribute third-party titles.[77] Subsequently, in December 2009, Take-Two sold Jack of All Games to Synnex for about US$43 million, leaving the distribution market and focusing solely on development and publishing.[78]

In 2010, Ben Feder stepped down as CEO, and was replaced by Zelnick, who remains the company's chairman and CEO.[79] In January 2013, while being dissolved, THQ sold the rights of the WWE wrestling games series to Take-Two.[80] Subsequently, 2K Sports has published annual WWE 2K games as part of its lineup.

Around 2013, Take-Two began to repurchase about 7.5 million outstanding shares of the company (about 10%), based on the company's projections that it would remain profitable over the next several years. As part of this, the company bought back around 12 million shares owned by Carl Icahn, about 11% of the total shares, for about US$203 million. Icahn had been seen as favoring selling the company to a buyer. This subsequently led to three board members who had been recommended on the board by Icahn to resign.[81] The move to buy back shares was seen by analysts of the company's assurance in Grand Theft Auto V, which was released in September 2013. Grand Theft Auto V has since sold nearly 100 million units by 2018, making it one of the most successful video games ever and bringing an estimated US$6 billion to Take-Two, increasing its stock value by more than 600%.[82]

In December 2013, former Marvel editor-in-chief Bill Jemas announced that he had joined Take-Two to start a "graphic fiction imprint".[83] The imprint, Double Take Comics, was launched in October 2014,[84] but ultimately was not successful and was shuttered in November 2016.[85] Leslie Benzies, former President of Rockstar North, took sabbatical leave from Rockstar on September 1, 2014. In January 2016 it was announced that he had left the company.[86] On April 12, 2016, Benzies started legal action against Rockstar and Take-Two claiming $150 million in unpaid royalties.[87] Take-Two had invested into mobile-game developer Scopely in July 2016.[88] On February 1, 2017, the company acquired social and mobile game developer Social Point for about US$250 million to enter into the mobile gaming industry.[89][90][91]

In that same month, Take-Two and the National Basketball Association (NBA) announced a partnership to create the NBA 2K League, a professional eSports league based on the NBA 2K games, and the first eSports league to be managed by a professional sports league. Teams for the League are to be partially sponsored by existing NBA teams, so that there would be eSports equivalent teams for each of the thirty professional NBA teams. The inaugural season is planned to launch in May 2018.[92]

On May 31, 2017, Take-Two Interactive acquired Kerbal Space Program.[93] Later, Take-Two announced the formation of its Private Division publishing label on December 14, 2017. Private Division was established to fund and publish games by mid-size independent development studios, such as Kerbal Space Program, and had four planned games from separate studios at its launch.[94][95]

The company completed its move of its New York headquarters from NoHo to more than 61,000 square feet of space in Bryant Park in early 2018.[96] According to Dan Houser, Rockstar Games required to expand in the two companies' shared headquarters and thus asked the Take-Two executives to move.[97] On March 8, 2018, Zelnick attended a White House meeting held by the 45th president of the United States, Donald Trump, along with various other attendees involved with the video game industry, and members of Congress, to discuss video game violence in the wake of the Stoneman Douglas High School shooting.[98]

On March 9, 2018, S&P Global announced the addition of Take-Two Interactive to the S&P 500, joining two other major video game publishers EA and Activision Blizzard.[99] Similar to the situation in 2013, Take-Two started buying back around US$308 million of its stock (estimated to be about 2.5% of the outstanding stock), predicated on similar expectations that Red Dead Redemption 2, to be released in October 2018, would similarly boost the company's profits as Grand Theft Auto V had done.[82]

On March 29, 2018, Benzies' litigation against Rockstar and Take-Two suffered a significant setback when the companies succeeded in dismissing 12 out of 18 of his claims, though the court did rule that Benzies "remains entitled to receive certain royalties" as part of his compensation.[100][101][102]

Sometime in 2018, Take-Two levied a legal warning against Benzies' new company Royal Circus Games, citing the similarity of its acronym (RCG) to Rockstar Games (RSG) as an infringement of intellectual property; due to this, Benzies later renamed his company Build a Rocket Boy Games in October 2018. Take-Two had also decried their employment of Rockstar North staff as a deceptive tactic to create an affiliation between them.[103]

Take-Two and the NBA signed a seven-year, US$1.1 billion licensing deal to extend Take-Two's rights to develop the NBA 2K games in January 2019. Analysts estimated that this represented at least 15% of Take-Two's revenue from the sale of NBA 2K games, atypical of other license deals, due to the growing popularity of the series.[104]

2019–present: Studio expansions

[edit]

A then-yet-to-be named studio under the 2K brand in the Silicon Valley region of the San Francisco Bay Area was established by Take-Two in February 2019. The studio is led by Michael Condrey, formerly of Sledgehammer Games and Visceral Games, and was initially working on an unannounced project.[105][106] A year later, it was announced that the studio would be officially named 31st Union, that it was opening a second studio in Spain, and that it was focusing on "an ambitious and inspired new IP".[107]

On February 7, 2019, Benzies' litigation with Take-Two had officially come to an end.[108] All parties involved in the case successfully executed a confidential settlement, with each agreeing to bear its own costs and expenses, including, without limitation, attorney's fees.[109]

In May 2019, Rockstar Games announced that they had acquired Dhruva Interactive from Starbreeze Studios for $7.9 million, with the sale having been finalized later that same month. The company had been merged into Rockstar India, which added an additional 320 employees to the studio.[110][111]

In September 2019, Rockstar Games announced that they had released their own game launcher, a digital distribution, digital rights management, multiplayer and communications service.[112]

Take-Two established a new, yet-to-be named studio under Private Division in February 2020, later named Intercept Games, located in Seattle to take on the development of Kerbal Space Program 2. The new studio staff included more than a dozen former members of Star Theory Games who had been working on the title, including Jeremy Ables and Nate Simpson from Star Theory, which had been previously handling the development of the game but outside of Take-Two's structure.[113][114]

Via 2K Sports, Take-Two established a new publishing agreement with the NFL in March 2020 to start republishing NFL games starting in 2021. While EA's Madden series will coexist and remain the official game of the NFL, while 2K's are called "non-simulation football game experiences" to distinguish from EA's games.[115]

In August 2020, Take-Two announced it was acquiring mobile game developer Playdots (developer of the mobile games Dots, Two Dots and Dots & Co.) for $192 million in cash and stock with the acquisition expected to be completed in Q3 2020.[116]

In October 2020, it was announced that Take-Two had acquired Dundee-based Ruffian Games (known for their work on Halo: The Master Chief Collection and Crackdown 3) after a year-long development partnership on an undisclosed partnership; following the acquisition, Ruffian became part of Rockstar Games as Rockstar Dundee.[117]

Take-Two offered to buyout Codemasters in November 2020 in a deal valued approximately US$973 million. While the offer awaited regulatory approval and was expected to be complete by early 2021, both Take-Two and Codemasters' board of directors confirmed the deal.[118][119][120] However, Take-Two's bid was subsequently trumped by Electronic Arts in December 2020, which offered US$1.2 billion (US$7.98 per share), and agreed to acquire Codemasters.[121][122] Take-Two formally withdrew its offer in January 2021.[123]

The Public Investment Fund of Saudi Arabia acquired 3.9 million shares of Take-Two, valued at $826 million, in February 2021.[124]

2K acquired HB Studios in March 2021, who previously developed PGA Tour 2K21 and The Golf Club 2019 featuring PGA Tour under 2K Sports' publishing labels. The acquisition includes the rights to the PGA Tour games, which have the official endorsement of the PGA Tour itself.[125] Additionally, 2K announced they had secured a contract with Tiger Woods, who had previously been a key figure for Electronic Arts' PGA Tour series, as an executive director and consultant for future 2K PGA Tour games as well as his likeness for the games.[126] Later that month, 2K acquired the games division of HookBang based in Austin, Texas, which had supported work on the NBA 2K series in the past. The division was relocated to a new Austin location and rebranded as Visual Concepts Austin to continue support for that series.[127]

In June 2021, Take-Two made its largest acquisition to date with the $378 million acquisition of Top Eleven developer Nordeus, further expanding its mobile game division, which, as of July 2021, is known as T2 Mobile Games.[128][129]

Take-Two Interactive announced its intent to acquire the mobile developer Zynga in January 2022, in a cash-and-stock deal with a value of $12.7 billion, with Take-Two acquiring all outstanding shares of Zynga at $9.86 apiece. The deal was expected to close in June.[130] Take-Two said that the acquisition would help boost its presence in the mobile gaming market, stating "We see tremendous untapped potential to bring Take-Two’s renowned console and PC properties to mobile, a high-priority initiative that will be energized by the addition of Zynga’s leading development, publishing, and live operations teams."[131] Both shareholders of the companies approved the merger on May 19, 2022, and the closing of the transaction took effect on May 23, 2022.[132][133]

In October 2022, Take-Two announced that Playdots would be shut down, with control of Two Dots being transferred to Zynga.[134]

In March 2023, Take-Two acquired mobile games subscription service GameClub for an undisclosed sum.[135] That same month, Take-Two had layoffs impacting an unspecified number of employees at publishing label Private Division and 30 employees at Firaxis Games.[136][137]

In March 2024, Take-Two announced that it would acquire The Gearbox Entertainment Company, the parent of Gearbox Software from Embracer Group for $460 million.[138][139] As part of the deal, Embracer would retain certain studios and titles that were held under Gearbox Entertainment. The acquisition was completed on June 12, 2024.

In April 2024, Take-Two announced it would be laying off 5% of its workforce (579 employees) as part of a cost-reduction program. It also cancelled several unannounced projects.[140][141] Take-Two shut down Intercept Games two months later.[142]

In July 2024, the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) labor union, of which numerous video game voice actors are members of, would initiate a labor strike against a number of video publishers, including Take Two Interactive, over concerns about lack of A.I. protections related to not only video game actors, but also the use of A.I to replicate an actor’s voice, or create a digital replica of their likeness.[143][144]

Company structure

[edit]

Take-Two's executive offices and worldwide headquarters are located in New York City. The company runs its European operations from Windsor, Berkshire and its Asian operations from Singapore. As of 2018, Take-Two's primary business is through two self-owned publishing labels. One label is Rockstar Games, also located in New York City, and is specialized on development and publication of action-adventure games such as Grand Theft Auto. The other label is 2K, headquartered in Novato, California, and is composed of its divisions 2K Games, 2K Sports, and 2K Play. The 2K Sports division handles the development and publication of Take-Two's sports simulation games, such as the NBA 2K series. 2K Play covers family-friendly and children's video games produced by Take-Two's studios. 2K Games handles nearly all other production from Take-Two's internal development studios as well as titles from selected third parties.

Finally, Take-Two owns Social Point, a developer for the mobile game market. With this structure been in place since 1997–1998, each labels are incorporated principal operating businesses and have a higher degree of autonomy and each with their own infrastructure and resources, management, and profit and loss strategies.

Take-Two has divested itself of its older manufacturing and distribution operations in favor of digital publication and third-party retail distribution. Since 2016, around half of the company's revenues are from digital distribution, whether from digital sales of games through personal computer or consoles, or through video game monetization of its computer, console, and mobile titles.[145]

In November, Take-Two's CEO Strauss Zelnick confirmed that the company had sold Private Division to an undisclosed buyer for an undisclosed sum, as to allow Take-Two to focus on AAA and mobile games. The company also affirmed the closure of Roll7 and Intercept Games. Take-Two would continue to support No Rest for the Wicked, while five other titles were transferred to the new buyer.[146]

Publishers

[edit]
Name Location Founded or acquired Ref.
2K Novato, California, U.S. January 2005 [147]
Dynamixyz Cesson-Sévigné, France July 2021 [148]
Rockstar Games New York City, U.S. December 1998 [149]
T2 Mobile Games June 2021 [150]
Zynga San Mateo, California, U.S. May 2022 [133]

Former

[edit]
Name Location Founded or acquired Closed or divested Ref.
Double Take Comics New York City, U.S. October 2014 November 2016 [84][85]
DVDWave.com Berkeley, California, U.S. March 1999 December 1999 [151][152]
Gathering of Developers New York City, U.S. May 2000 December 2004 [153][154]
Global Star Software August 1999 September 2007
Gotham Games July 2002 December 2003 [155][156]
Jack of All Games West Chester, Ohio, U.S. August 1998 February 2010 [30][157]
Joytech London, England February 1999 September 2007 [158][159]
On Deck Interactive Dallas, Texas, U.S. May 2000 March 2001 [160][161]
Pixel Broadband Studios Tel Aviv, Israel March 2000 October 2000 [162][163]
Private Division New York City, U.S. December 2017 November 2024 [146]
Take-Two Licensing Westlake Village, California, U.S. December 2003 January 2005 [164]
TalonSoft Baltimore, U.S. December 1998 2002 [165][166]
Techcorp Hong Kong, China July 2001 September 2007 [167][168]
Telstar Electronic Studios Walton-on-Thames, England April 1999 April 1999 [169][170]

Developers

[edit]
Parent Name Location Founded or acquired Ref.
2K 2K Chengdu Chengdu, China June 2011 [171]
2K Madrid Madrid, Spain July 2020 [172]
2K Sports Lab Vancouver, British Columbia, Canada October 2023 [173]
2K Valencia Valencia, Spain November 2021 [174]
2K Vegas Las Vegas, Nevada, U.S. 2006 [175]
31st Union Foster City, California, U.S. February 2019 [176][177][178]
Cat Daddy Games Kirkland, Washington, U.S. 2003 [179]
Gearbox Software Frisco, Texas, U.S. June 2024 [180][181]
Cloud Chamber Novato, California, U.S. December 2019 [182]
Firaxis Games Sparks, Maryland, U.S. November 2005 [183]
Hangar 13 Novato, California, U.S. December 2014 [184]
HB Studios Lunenburg, Nova Scotia, Canada March 2021 [125][126]
Visual Concepts Novato, California, U.S. January 2005 [185]
Ghost Story Games Westwood, Massachusetts, U.S. February 2017 [186]
Rockstar Games Rockstar Dundee Dundee, Scotland October 2020 [187]
Rockstar India Bangalore, India August 2016 [188][189]
Rockstar LA Santa Monica, California, U.S. August 2023 [190]
Rockstar Leeds Leeds, England March 2004 [191]
Rockstar Lincoln Lincoln, England June 1998 [192]
Rockstar London London, England November 2005 [193]
Rockstar New England Ballardvale, Massachusetts, U.S. April 2008 [194]
Rockstar North Edinburgh, Scotland September 1999 [195]
Rockstar San Diego Carlsbad, California, U.S. November 2002 [196]
Rockstar Toronto Oakville, Ontario, Canada July 1997 [197]
Cfx.re Unknown August 2023 [198] [199]
Zynga Nordeus Belgrade, Serbia June 2021 [200][201]
Socialpoint Barcelona, Spain January 2017 [202]
BossAlien Brighton, England May 2022 [133]
Chartboost San Francisco, California
Echtra Games San Francisco, California
Gram Games London, England
NaturalMotion London, England
Peak Games Istanbul, Turkey
Rollic Istanbul, Turkey
Small Giant Games Helsinki, Finland
Starlark Beijing, China

Former

[edit]
Parent Name Location Founded or acquired Closed or divested Ref.
2K 2K Australia Canberra, Australia January 2006 April 2015 [203][204]
2K China Shanghai, China May 2006 November 2015 [171][205]
2K Czech Brno, Czech Republic January 2008 2017 [206][207]
2K Marin Novato, California, U.S. 2007 October 2013[a] [210]
Frog City Software San Francisco, U.S. 2003 2006 [211]
Irrational Games Quincy, Massachusetts, U.S. January 2006 February 2017 [203][212]
Magic Pockets Torcy, France June 2005 January 2007 [citation needed]
PopTop Software Fenton, Missouri, U.S. July 2000 March 2006 [213][214]
2K Los Angeles Camarillo, California, U.S. January 2005 2008 [185][215]
Indie Built Salt Lake City, U.S. October 2004 April 2006 [216][217]
PAM Development Paris, France June 2005 June 2007 [215]
Venom Games Newcastle upon Tyne, England September 2004 July 2008 [215]
Rockstar Games Rockstar Vancouver Vancouver, Canada August 2002 July 2012 [197][218]
Rockstar Vienna Vienna, Austria January 2001 May 2006 [219][220]
Private Division Intercept Games Seattle, Washington, U.S. February 2020 November 2024 [146]
Roll7 London, England November 2021
Take-Two Interactive GearHead Entertainment Latrobe, Pennsylvania, U.S. 1997 1999 [citation needed]
Mission Studios Inverness, Illinois, U.S. September 1996 2001 [18][221]
Playdots New York City, U.S. September 2020 October 2022 [222][223][134]

Other holdings

[edit]

Take-Two equally shares control of the NBA 2K League, a competitive esports league based on its NBA 2K series, along with the National Basketball Association.[224]

The company has an undisclosed minority interest in Scopely.[225] It had previously held 19.9% interest in Bungie, which it turned over to Microsoft Game Studios on their acquisition in June 2000,[226] in exchange for receiving the rights to Bungie's Myth and Oni IPs, and the license to use the Halo engine to produce two new games.[227][228] Take-Two also had a 2.3% interest in Twitch, which was bought out upon the service's acquisition by Amazon in 2014, receiving US$22 million from the sale.[229]

Litigation

[edit]

Take-Two has used trademark dilution complaints to prevent other publishers and developers from registering trademarks comparable to Take-Two's own trademarks, such as blocking trademark registration that involve "rockstar", "bully", "2K", and the capital letter "R".[230][231] The publisher filed a dispute against Hazelight Studios to block its attempt to trademark It Takes Two, due to the similarity of its name to Take-Two's. Hazelight was forced to abandon the trademark application, making it more difficult to promote the game.[232][233][234]

Take-Two has also been active in blocking the release of mods for Grand Theft Auto games. While some of these mods had used assets from the original games and gave valid reason for Take-Two to protect its copyrights, other mods that Take-Two had targeted were made from legal reverse engineering of the game, making Take-Two's claims contentious. Take-Two has clarified that it had no issue with mods intended for single-player games that were legally made, but would take action against other types of mods.[235]

Games published

[edit]

Notes

[edit]
  1. ^ 2K Games had shut down 2K Marin entirely in 2013, but statements made by Zelnick in 2014 claimed 2K Marin would be responsible for future BioShock projects.[208][209] With the opening of Cloud Chamber in December 2019, it is unclear what the fate of 2K Marin is.

References

[edit]
  1. ^ a b c d e f "Take-Two Interactive Software, Inc. FY 2024 Annual Report (Form 10-K)". US Securities and Exchange Commission. May 22, 2024. Retrieved May 22, 2024.
  2. ^ "Esports hits the court as players gear up for the NBA 2K League finals". CNBC. August 23, 2018. Archived from the original on August 26, 2018. Retrieved September 5, 2018.
  3. ^ Jordan, Jon (March 16, 2018). "Earnings report roundup: Game industry winners and losers in Q4 2017". Gamasutra. Archived from the original on August 26, 2018. Retrieved September 5, 2018.
  4. ^ a b c d e f g h i j k l Grant, Tina, ed. (2002). International Directory of Company Histories. Vol. 46. St. James Press. pp. 390–391. ISBN 978-1558624641.
  5. ^ a b "Ryan Brant Obituary". Dignity Memorial. March 25, 2019. Archived from the original on November 11, 2020. Retrieved October 3, 2021.
  6. ^ "Form 10-KSB – Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 for the fiscal year ended October 31, 1997". Take-Two Interactive. February 6, 1998. Archived from the original on October 25, 2012. Retrieved October 3, 2021 – via EDGAR.
  7. ^ a b Weinberg, Neil (April 12, 2004). "Take Who?". Forbes. Archived from the original on May 26, 2021. Retrieved October 3, 2021.
  8. ^ Himler, Jeff (November 12, 2019). "Latrobe hires local native, former IBM manager as new city manager". TribLive. Archived from the original on December 14, 2019. Retrieved October 3, 2021.
  9. ^ a b Boyer, Mike (December 19, 2010). "Zoo: Casual video-game market proves lucrative". The Cincinnati Enquirer. p. G4. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  10. ^ a b "Bulletin Board..." Latrobe Bulletin. November 16, 1996. p. 4. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  11. ^ "Area Man Joins Firm". Latrobe Bulletin. August 22, 1995. p. 13. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  12. ^ "PowerPC centre in Taipei". South China Morning Post. June 14, 1994. Archived from the original on October 3, 2021. Retrieved October 3, 2021.
  13. ^ "Partnership announced". South Florida Sun Sentinel. July 1, 1994. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  14. ^ Wood Shapiro, Lisa (October 9, 2019). "Ripper—the Inside Story of the Egregiously Bad Videogame". Wired. Archived from the original on January 23, 2021. Retrieved October 3, 2021.
  15. ^ "Scouting Report – Gaming News You Can Use". Electronic Entertainment. No. 75. IDG Communications. September 1994. p. 74. Retrieved October 3, 2021 – via Internet Archive.
  16. ^ "More Breaking News". Nintendo Power. Vol. 69. Nintendo of America. February 1995. p. 113. Retrieved October 3, 2021 – via Internet Archive.
  17. ^ Pessah, Jon (July 9, 1995). "New Media Growth Along 'Silicon Alley'". Newsday. p. A36. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  18. ^ a b Rogers, Dan Lee (March 3, 2004). "The End Game: How Top Developers Sold Their Studios – Part One". Gamasutra. Archived from the original on September 23, 2017. Retrieved February 3, 2018.
  19. ^ "Take-Two Interactive Probe Finds Backdating". TheStreet. January 22, 2007. Archived from the original on August 29, 2018. Retrieved April 29, 2018.
  20. ^ Mannes, George (April 14, 1997). "Internet firms dare to share". Daily News. p. 24. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  21. ^ "IPOs chase upturn". National Post. Dow Jones. April 18, 1997. p. 21. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  22. ^ Johnston, Chris (April 26, 2000). "GameTek Assets Sold to Take 2". GameSpot. Archived from the original on December 1, 2017. Retrieved January 20, 2018.
  23. ^ Beer, Matt (April 18, 1999). "Bay Area's 'developer shops'". San Francisco Examiner. p. A-15. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  24. ^ "BMG Interactive Acquired by Take-Two Interactive". Telecompaper. Archived from the original on August 27, 2018. Retrieved September 5, 2018.
  25. ^ Johnston, Chris (April 28, 2000). "Take 2 Takes BMG". GameSpot. Archived from the original on August 27, 2018. Retrieved July 18, 2018.
  26. ^ "Sam Houser: His-Story". Develop. August 15, 2008. Archived from the original on February 27, 2019. Retrieved March 17, 2016.
  27. ^ "GTA, Rockstar co-founding brothers squeeze into Britain's 1,000 richest people list with £90 million". GameSpot. May 18, 2014. Archived from the original on July 10, 2017. Retrieved September 3, 2018.
  28. ^ Hill, Logan (July 2, 2002). "Why Rockstar Games Rule". Wired. Archived from the original on April 17, 2019. Retrieved September 3, 2018.
  29. ^ Thorsen, Tor (February 8, 2008). "D.I.C.E. '08: Riccitiello lords over "city-state" studio model". GameSpot. Archived from the original on September 4, 2018. Retrieved September 5, 2018.
  30. ^ a b "Take Two Acquires Distributor". IGN. August 24, 1998. Archived from the original on July 18, 2018. Retrieved July 18, 2018.
  31. ^ "COMPANY BRIEFS". The New York Times. August 25, 1998. Archived from the original on July 19, 2018. Retrieved July 18, 2018.
  32. ^ "News Briefs". IGN. February 17, 1999. Archived from the original on July 18, 2018. Retrieved July 18, 2018.
  33. ^ Ho, Jennifer (May 17, 2006). "Microsoft Acquires Bungie". GameSpot. Archived from the original on September 4, 2018. Retrieved September 5, 2018.
  34. ^ "Press Release 9/1/99". Take-Two Interactive. September 1, 1999. Archived from the original on May 23, 2000.
  35. ^ "Take-Two to buy video game software firm". Star-Gazette. March 10, 2000. p. 6A. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  36. ^ McLean, James (October 3, 2000). "Gameplay picks up Pixel for £34m but losses mount". Evening Standard. p. 40. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  37. ^ Cassy, John (October 4, 2000). "Gameplay buys stream ability". The Guardian. p. 27. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  38. ^ a b Hatfield, Daemon (October 18, 2006). "Take-Two Founder Resigns". IGN. Archived from the original on September 3, 2018. Retrieved July 18, 2018.
  39. ^ "Company Profiles – 95: Take-Two Interactive Software Inc". Newsday. June 4, 2001. p. C32. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  40. ^ Mclean, Bethany (August 22, 2005). "Sex, Lies, and Videogames". Fortune. Archived from the original on June 21, 2015. Retrieved September 3, 2018.
  41. ^ Feldman, Curt (February 29, 1996). "Civilization sold off to mystery buyer". GameSpot. Archived from the original on May 25, 2011. Retrieved March 24, 2009.
  42. ^ Thorsen, Tor (October 25, 2005). "Take-Two takes over Civilization". GameSpot. Archived from the original on May 25, 2011. Retrieved March 24, 2009.
  43. ^ Curtin, Matthew (April 29, 2003). "Game maker eyes Vivendi unit". The Orlando Sentinel. p. C3. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  44. ^ a b c "Take-Two reveals acquisition prices, hints at future lawsuits". GameSpot. February 2, 2006. Archived from the original on February 26, 2017. Retrieved December 14, 2010.
  45. ^ Feldman, Curt (January 24, 2005). "Sega officially out of the sports game". GameSpot. Archived from the original on October 14, 2017. Retrieved February 3, 2018.
  46. ^ Adams, David (January 24, 2005). "Take Two Buys Visual Concepts". IGN. Archived from the original on February 4, 2018. Retrieved February 3, 2018.
  47. ^ Jenkins, David (January 25, 2005). "Take-Two Acquires Visual Concepts, Announces 2K Games Brand". Gamasutra. Archived from the original on February 4, 2018. Retrieved February 3, 2018.
  48. ^ Needleman, Sarah (June 23, 2016). "Videogame 'Civilization' to Make Inroads in Classrooms". The Wall Street Journal. Archived from the original on September 4, 2018. Retrieved September 4, 2018.
  49. ^ Loughrey, Paul (November 8, 2005). "Firaxis Games acquired by Take-Two Interactive". GamesIndustry.biz. Archived from the original on September 4, 2018. Retrieved September 4, 2018.
  50. ^ Gibson, Ellie (January 10, 2006). "Take-Two Interactive acquires Irrational Games". GamesIndustry.biz. Archived from the original on September 4, 2018. Retrieved September 4, 2018.
  51. ^ a b Richtel, Matt (February 15, 2007). "A Guilty Plea for Options Backdating". The New York Times. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  52. ^ "Video-game publisher lied to shareholders, suit says". The Baltimore Sun. December 27, 2001. p. 2C. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  53. ^ Maremont, Mark; Bulkeley, William M. (April 21, 2002). "Reports are early warnings, but technique is questioned". Star Tribune. p. D10. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  54. ^ a b "City Inc". Newsday. Associated Press. March 17, 2004. p. A33. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  55. ^ "Take-Two's former chief sentenced to probation in option backdating case". The New York Times. August 1, 2007. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  56. ^ Sinclair, Brendan (March 25, 2019). "Take-Two founder Ryan Brant dies". GamesIndustry.biz. Archived from the original on March 25, 2019. Retrieved March 25, 2019.
  57. ^ Harris, Ron (June 9, 2006). "'Grand Theft Auto' publishers settle with FTC". NBC News. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  58. ^ Itzkoff, David (September 3, 2009). "Four Years Later, Grand Theft Auto Lawsuit Is Settled". The New York Times. Archived from the original on October 6, 2009. Retrieved September 4, 2009.
  59. ^ "Hamilton Landing is flying high". Barker Pacific Group. Archived from the original on September 4, 2018. Retrieved September 5, 2018.
  60. ^ Ward, David (September 11, 2007). "Take-Two, Nick team on games". The Hollywood Reporter. Associated Press. Archived from the original on September 4, 2018. Retrieved September 4, 2018.
  61. ^ Alexander, Leigh (December 17, 2007). "Take-Two Opens New Marin 2K Studio". Gamasutra. Archived from the original on February 25, 2018. Retrieved February 24, 2018.
  62. ^ Martin, Matt (December 17, 2007). "Take Two opens new Californian studio". GamesIndustry.biz. Archived from the original on February 24, 2018. Retrieved February 24, 2018.
  63. ^ a b Peters, Jeremy (March 30, 2007). "Stockholders Oust Chief at Take-Two". The New York Times. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  64. ^ Ingram, Tim (November 11, 2018). "Was This The Biggest Mistake In The History Of The Music Business?". Music Business Worldwide. Archived from the original on February 27, 2019. Retrieved November 13, 2018.
  65. ^ Baertlein, Lisa; Ando, Ritsuko (March 7, 2007). "Take-Two investors plan board takeover". Reuters. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  66. ^ a b Nutt, Christian (February 25, 2008). "Q&A: EA CEO John Riccitiello On The Take-Two Offer". Gamasutra. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  67. ^ Morris, Chris. "Take-Two's Strauss Zelnick publishes big games, but doesn't play them". Fortune. Archived from the original on June 5, 2017. Retrieved June 16, 2017.
  68. ^ Boyer, Brandon (June 11, 2007). "Take-Two Announces Restructuring Plans, New CFO". Gamasutra. Archived from the original on September 10, 2018. Retrieved September 10, 2018.
  69. ^ Boyer, Brandon (June 14, 2007). "Take-Two Clarifies Staff Shifts, Analyst Speculates On Sale". Gamasutra. Archived from the original on September 10, 2018. Retrieved September 10, 2018.
  70. ^ Dubson, Jason (June 15, 2007). "Report: Take-Two To Announce Major European Layoffs". Gamasutra. Archived from the original on September 10, 2018. Retrieved September 10, 2018.
  71. ^ "EA's $2 billion bid for Take Two bad news for sports gaming". Ars Technica. February 25, 2008. Archived from the original on September 22, 2017. Retrieved June 15, 2017.
  72. ^ Terdiman, Daniel (February 24, 2008). "EA tries to buy Take-Two to keep its top spot". CNET. Archived from the original on September 23, 2015. Retrieved March 24, 2009.
  73. ^ Thorsen, Tor (October 29, 2010). "Take-Two CEO resigns, chairman taking over". GameSpot. Archived from the original on September 5, 2018. Retrieved September 5, 2018.
  74. ^ a b "Take-Two Rejects Electronic Arts' $1.9 Billion Offer". Reuters. February 25, 2007. Archived from the original on September 3, 2018. Retrieved September 3, 2018 – via CNBC.
  75. ^ "If EA Bought 2K". IGN. January 6, 2008. Archived from the original on September 22, 2012. Retrieved March 24, 2009.
  76. ^ Das, Anupreeta (September 14, 2008). "Electronic Arts ends merger talks with Take Two". Reuters. Archived from the original on September 3, 2018. Retrieved September 3, 2018.
  77. ^ Caoili, Eric. "Take-Two, Ditan Enter Distribution Agreement". Gamasutra. Archived from the original on July 18, 2018. Retrieved July 18, 2018.
  78. ^ McWhertor, Michael (December 21, 2009). "Take-Two Sells Off Jack Of All Games, Goes All In On Publishing". Kotaku. Archived from the original on July 18, 2018. Retrieved September 5, 2018.
  79. ^ Fritz, Ben (October 29, 2010). "Take-Two chief executive exits, to be replaced by chairman Strauss Zelnick". Los Angeles Times. Archived from the original on October 31, 2010. Retrieved October 31, 2010.
  80. ^ Goldfarb, Andrew (February 14, 2013). "Take-Two Confirms WWE Publishing Deal". IGN. Archived from the original on February 23, 2014. Retrieved February 16, 2013. We can confirm that we have entered into an agreement to publish the WWE video game series that is developed by Yukes.
  81. ^ Abrams, Rachel (November 26, 2013). "Take-Two Interactive Buys Back Icahn Stake". The New York Times. Archived from the original on September 6, 2018. Retrieved September 5, 2018.
  82. ^ a b Ballard, John (August 27, 2018). "Take-Two Interactive Has Big Expectations for Upcoming Releases". The Motley Fool. Archived from the original on September 11, 2018. Retrieved September 10, 2018.
  83. ^ Johnston, Rich (December 16, 2013). "Bill Jemas Joins Take Two Interactive, To Start A "Graphic Fiction Imprint"". Bleeding Cool. Archived from the original on January 20, 2014. Retrieved January 14, 2014.
  84. ^ a b Arrant, Chris (October 30, 2014). "BILL JEMAS' New DOUBLE TAKE Ready to Launch with Zombies". Newsarama. Archived from the original on February 12, 2018. Retrieved February 12, 2018.
  85. ^ a b Donnelly, Joe (November 3, 2016). "Take-Two's comic book arm to close – XCom, Civilization and Bioshock combined universe was almost a thing". PC Gamer. Archived from the original on February 12, 2018. Retrieved February 12, 2018.
  86. ^ Klepek, Patrick (January 12, 2016). "Rockstar North Boss Leslie Benzies Is Out After Nearly Two Decades". Kotaku. Archived from the original on August 31, 2019. Retrieved January 13, 2016.
  87. ^ Campbell, Colin (April 14, 2016). "The great Grand Theft Auto lawsuit explained". Polygon. Archived from the original on June 19, 2019. Retrieved April 15, 2016.
  88. ^ Spangler, Todd (July 26, 2016). "Mobile-Game Maker Scopely Raises $55 Million". Archived from the original on October 19, 2017. Retrieved October 25, 2017.
  89. ^ Lunden, Ingrid (February 2017). "Take-Two moves into mobile games, buys Social Point for up to $276M – TechCrunch". Archived from the original on August 8, 2017. Retrieved June 16, 2017.
  90. ^ "Take-Two Interactive Software Acquires Mobile Game Developer Social Point". Take-Two Interactive. February 2017. Archived from the original on June 30, 2017. Retrieved June 16, 2017 – via Business Wire.
  91. ^ Dring, Christopher (February 1, 2017). "Take-Two acquires mobile developer Social Point for $250m". GamesIndustry.biz. Archived from the original on September 4, 2018. Retrieved September 4, 2018.
  92. ^ Needleman, Sarah (February 9, 2017). "NBA, Take-Two to Create Professional Videogame League". The Wall Street Journal. Archived from the original on December 15, 2017. Retrieved December 14, 2017.
  93. ^ "Take-Two Interactive Software, Inc. Acquires Kerbal Space Program". Take-Two Interactive. May 31, 2017. Archived from the original on June 3, 2017. Retrieved June 16, 2017 – via Business Wire.
  94. ^ Handrahan, Matthew (December 14, 2017). "With Private Division, Take-Two wants to empower a new breed of indie developer". GamesIndustry.biz. Archived from the original on December 14, 2017. Retrieved December 14, 2017.
  95. ^ Bertz, Matt (December 14, 2017). "The Inside Story Of Take-Two's New Publishing Label, Private Division". Game Informer. Archived from the original on December 15, 2017. Retrieved December 14, 2017.
  96. ^ "Take-Two Interactive Takes Two Floors at 1133 Avenue of the Americas". Commercial Observer. December 20, 2016. Archived from the original on September 4, 2018. Retrieved September 5, 2018.
  97. ^ Goldberg, Harold (October 15, 2018). "How the West Was Digitized: The making of Rockstar Games' Red Dead Redemption 2". Vulture. Archived from the original on October 17, 2018. Retrieved October 20, 2018.
  98. ^ Millis, Leah (March 8, 2018). "Trump's video game meeting: Who's attending?". CBS News. Archived from the original on March 9, 2018. Retrieved March 8, 2018.
  99. ^ Armental, Maria (March 9, 2018). "Take-Two, SVB Financial and Nektar Therapeutics to Join S&P 500". The Wall Street Journal. Archived from the original on September 5, 2018. Retrieved September 4, 2018.
  100. ^ "A central route to skills development in Ireland". Archived from the original on August 9, 2016. Retrieved November 30, 2019.
  101. ^ "Benzies v Take-Two Interactive Software, Inc". Archived from the original on May 25, 2019. Retrieved October 7, 2019.
  102. ^ "Former GTA producer suffers setback in $150m lawsuit against Take Two". April 9, 2018. Archived from the original on August 25, 2019. Retrieved October 7, 2019.
  103. ^ McLaughlin, Martyn (January 5, 2019). "Grand Theft Auto pioneer accused of poaching staff in court battle". The Scotsman. Archived from the original on January 6, 2019.
  104. ^ Needleman, Sarah (January 15, 2019). "NBA Inks Billion-Dollar Deal With Maker of 2K Videogame". The Wall Street Journal. Archived from the original on January 17, 2019. Retrieved January 17, 2019.
  105. ^ Brown, Fraser (February 4, 2019). "Call of Duty and Dead Space director opens a new 2K Games studio". PC Gamer. Archived from the original on February 4, 2019. Retrieved February 4, 2019.
  106. ^ Kerr, Chris (February 4, 2019). "Sledgehammer co-founder Michael Condrey to build and lead new 2K studio". Gamasutra. Archived from the original on February 7, 2019. Retrieved February 4, 2019.
  107. ^ Ivan, Tom (February 11, 2020). "2K's new 31st Union studio is making an 'ambitious and inspired original IP'". Video Games Chronicle. Archived from the original on April 27, 2020. Retrieved September 27, 2020.
  108. ^ "Take-Two Interactive Software, Inc. - SEC Filing". Archived from the original on June 2, 2019. Retrieved May 18, 2019.
  109. ^ "Stipulation of Discontinuance of Action With Prejudice". New York Supreme Court. February 8, 2019. Archived from the original on January 27, 2021. Retrieved October 3, 2021.
  110. ^ Valentine, Rebekah (May 13, 2019). "Rockstar acquires Dhruva Interactive from Starbreeze for $7.9m". GamesIndustry.biz. Archived from the original on May 13, 2019. Retrieved May 13, 2019.
  111. ^ "Starbreeze has closed the transaction of Indian subsidiary Dhruva". Starbreeze Studios. May 22, 2019. Archived from the original on July 7, 2019. Retrieved September 17, 2019.
  112. ^ Carpenter, Nicole (September 17, 2019). "Rockstar has its own game launcher, and GTA: San Andreas is free". Polygon. Archived from the original on September 17, 2019. Retrieved September 17, 2019.
  113. ^ Robinson, Andy (February 20, 2020). "Take-Two forms new studio for KSP2, with original developer's role unclear". Video Games Chronicle. Archived from the original on February 20, 2020. Retrieved February 20, 2020.
  114. ^ Schreier, Jason (June 3, 2020). "Game Publisher Cancels Contract With Developer, Then Tries to Poach Its Entire Team". Bloomberg News. Archived from the original on January 7, 2021. Retrieved June 3, 2020.
  115. ^ Stanley, Patrick (March 10, 2020). "NFL, 2K Games Ink Multi-Year Partnership for Numerous Future Titles". The Hollywood Reporter. Archived from the original on October 30, 2020. Retrieved March 10, 2020.
  116. ^ Kerr, Chris (August 18, 2020). "Take-Two Interactive acquires mobile studio Playdots for $192 million". Gamasutra. Archived from the original on January 17, 2021. Retrieved August 18, 2020.
  117. ^ Avard, Alex (October 14, 2020). "Rockstar has officially bought Crackdown 2 developer Ruffian Games". GamesRadar+. Archived from the original on November 21, 2020. Retrieved October 14, 2020.
  118. ^ "Take-Two to buy British videogame developer Codemasters for $973 mln". Reuters. November 6, 2020. Archived from the original on November 21, 2020. Retrieved November 6, 2020.
  119. ^ Robinson, Andy (November 6, 2020). "Codemasters confirms it's in talks with Take-Two over a possible sale". Video Games Chronicle. Archived from the original on December 15, 2020. Retrieved November 6, 2020.
  120. ^ Phillips, Tom (November 10, 2020). "GTA publisher Take-Two confirms purchase of Codemasters in deal worth nearly $1bn". Eurogamer. Archived from the original on December 14, 2020. Retrieved November 10, 2020.
  121. ^ Yin-Poole, Wesley (December 14, 2020). "EA overtakes Take-Two with $1.2bn offer for Codemasters". Eurogamer. Archived from the original on December 24, 2020. Retrieved December 14, 2020.
  122. ^ Neto, Streisand (December 14, 2020). "EA snaps up racing game developer Codemasters in $1.2 billion deal". CNN. Archived from the original on December 16, 2020. Retrieved December 14, 2020.
  123. ^ "Take-Two withdraws bid for Codemasters following EA offer of $1.2bn". GamesIndustry.biz. January 13, 2021. Archived from the original on January 13, 2021. Retrieved January 13, 2021.
  124. ^ Kerr, Chris (February 18, 2021). "Saudi investment fund acquires shares in Activision Blizzard, Take-Two, and EA". Gamasutra. Archived from the original on February 18, 2021. Retrieved February 18, 2021.
  125. ^ a b Nunneley, Stephany (March 16, 2021). "2K signs exclusive PGA Tour deal with Tiger Woods, acquires PGA Tour 2K21 studio". VG247. Archived from the original on March 16, 2021. Retrieved March 16, 2021.
  126. ^ a b Fahley, Mike (March 16, 2021). "2K Signs Tiger Woods, Buys The Studio Behind PGA Tour 2K21". Kotaku. Archived from the original on April 28, 2021. Retrieved May 6, 2021.
  127. ^ Sinclair, Brendan (March 23, 2021). "2K acquires HookBang games business". GamesIndustry.biz. Archived from the original on March 23, 2021. Retrieved March 23, 2021.
  128. ^ Dring, Christopher (June 2, 2021). "Take-Two enters soccer market with $378m Nordeus acquisition". GamesIndustry.biz. Archived from the original on June 2, 2021. Retrieved June 2, 2021.
  129. ^ "Take-Two Interactive Software, Inc. to Report First Quarter Fiscal Year 2022 Results on Monday, August 2, 2021" (Press release). Take-Two Interactive. July 6, 2021. Archived from the original on July 17, 2021. Retrieved July 17, 2021.
  130. ^ Balu, Nivedita. "Take-Two to buy FarmVille maker Zynga in deal valued at $12.7 billion". Reuters. Retrieved January 10, 2022.
  131. ^ Peters, Jay (January 10, 2022). "Why Take-Two wants to pay nearly $13 billion for the maker of FarmVille". The Verge. Retrieved January 11, 2022.
  132. ^ "Take-Two Interactive Software, Inc. and Zynga Inc. Stockholders Approve Proposals Related to Pending Transaction". May 19, 2022. Retrieved May 23, 2022.
  133. ^ a b c "Take-Two completes Zynga acquisition". May 23, 2022.
  134. ^ a b "Take-Two shutting down Playdots".
  135. ^ Dealessandri, Marie (March 28, 2023). "Take-Two acquires mobile games subscription service GameClub". GamesIndustry.biz. Retrieved March 29, 2023.
  136. ^ Chalk, Andy (March 7, 2023). "Take-Two confirms layoffs following 'exponential growth in recent years'". PC Gamer. Retrieved March 2, 2024.
  137. ^ Totilo, Stephen (May 31, 2023). "Firaxis is latest video game studio hit by layoffs". Axios. Retrieved March 3, 2024.
  138. ^ "Embracer group divests Gearbox Entertainment for a consideration of USD 460 million to Take-Two Interactive Software, Inc". Embracer Group. March 27, 2024.
  139. ^ "Take-Two Interactive Software, Inc. to Acquire The Gearbox Entertainment Company Inc., Developer of Highly Successful Borderlands Franchise". Take-Two Interactive. March 28, 2024.
  140. ^ D'Anastasio, Cecilia (April 16, 2024). "'Grand Theft Auto' Maker to Fire 5% of Staff, Drop Some Projects". Bloomberg.com. Retrieved April 17, 2024.
  141. ^ Bailey, Kat (April 16, 2024). "Take-Two Announces Layoffs While Canceling Multiple In-Development Projects". IGN. Retrieved April 17, 2024.
  142. ^ Reporter, Matt Wales News (May 28, 2024). "Kerbal Space Program 2 team to be laid off in June, says senior manager". Eurogamer. Retrieved October 16, 2024.
  143. ^ "SAG-AFTRA Members Who Work on Video Games Go on Strike; A.I. Protections Remain the Sticking Point". SAG AFTRA. July 26, 2024. Retrieved July 26, 2024.
  144. ^ Broadway, Danielle (July 25, 2024). "Hollywood's videogame performers to strike over AI, pay concerns". Reuters. Retrieved July 26, 2024.
  145. ^ Ballard, John (September 24, 2017). "Here's How Digital Revenue Has Benefited Take-Two Interactive". The Motley Fool. Archived from the original on September 11, 2018. Retrieved September 10, 2018.
  146. ^ a b c Batchelor, James Batchelor (November 6, 2024). "Zelnick on Private Division sale: "Those projects were smaller, we're in the business of big hits"". GamesIndustry.biz. Retrieved November 7, 2024.
  147. ^ "Take-Two Interactive Software, Inc. Announces Formation of 2K Games Publishing Label". GamesIndustry.biz. January 25, 2005. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  148. ^ "Take-Two Interactive Acquires Red Dead, NBA 2K Facial Animation Studio". IGN. July 2021. Archived from the original on July 2, 2021. Retrieved July 3, 2021.
  149. ^ Johnston, Chris (April 28, 2000). "Take 2 Takes BMG". GameSpot. Archived from the original on December 11, 2017. Retrieved December 19, 2017.
  150. ^ "Take-Two Interactive Software, Inc. Reports Better Than Expected Results for Fiscal First Quarter 2022 | Take-Two Interactive Software, Inc". Archived from the original on August 3, 2021. Retrieved August 3, 2021.
  151. ^ Jebens, Harley (March 3, 1999). "Take-Two Increases Online Presence". GameSpot. Archived from the original on February 11, 2018. Retrieved September 21, 2017.
  152. ^ "Take-Two Interactive Software, Inc. Announces Strategic Investment in and Partnership With eUniverse.com". Take-Two Interactive. Archived from the original on September 5, 2018. Retrieved July 18, 2018 – via The Free Library.
  153. ^ Gestalt (May 1, 2000). "Take 2 Interactive buys GOD". Eurogamer. Archived from the original on February 10, 2018. Retrieved February 11, 2018.
  154. ^ "Take-Two reports loss, reorganizes publishing division". GameSpot. September 9, 2004. Archived from the original on February 10, 2018. Retrieved February 11, 2018.
  155. ^ "Take-Two Forms Gotham Games". IGN. July 22, 2002. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  156. ^ Thorsen, Tor (December 19, 2003). "Gotham Games gone". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  157. ^ "Take-Two Enters Agreement to Sell its Jack of All Games Distribution Business to SYNNEX". IGN. December 22, 2009. Archived from the original on September 5, 2018. Retrieved July 18, 2018.
  158. ^ Jebens, Harley (February 28, 2000). "Take Two Grows By Two". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  159. ^ "Take 2 sells off Joytech". MCV/Develop. September 7, 2007. Archived from the original on February 27, 2019. Retrieved September 21, 2017.
  160. ^ Parker, Sam (May 4, 2000). "Gathering Launches Mass-Market Line". GameSpot. Archived from the original on September 22, 2017. Retrieved February 11, 2018.
  161. ^ Walker, Trey (March 5, 2001). "On Deck Interactive folds". GameSpot. Archived from the original on February 11, 2018. Retrieved February 11, 2018.
  162. ^ "Take Two Gets Wide". IGN. March 9, 2000. Archived from the original on September 5, 2018. Retrieved July 18, 2018.
  163. ^ "Gameplay.. Take Two". Eurogamer. October 6, 2000. Archived from the original on September 5, 2018. Retrieved July 18, 2018.
  164. ^ Adams, David (December 2, 2003). "Take-Two Interactive Buys TDK". IGN. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  165. ^ Dunkin, Alan (December 24, 1998). "Take-Two Buys TalonSoft". GameSpot. Archived from the original on September 22, 2017. Retrieved February 17, 2018.
  166. ^ Carless, Simon (October 6, 2005). "Matrix Games Acquires Rights To Talonsoft Titles". Gamasutra. Archived from the original on February 17, 2018. Retrieved February 17, 2018.
  167. ^ Ahmed, Shahed (May 17, 2006). "Take-Two acquires Techcorp Limited". GameSpot. Archived from the original on February 10, 2018. Retrieved July 18, 2018.
  168. ^ "Take Two Acquires Techcorp Ltd". Gamasutra. July 18, 2001. Archived from the original on February 10, 2018. Retrieved July 18, 2018.
  169. ^ Mullen, Micheal (April 27, 2000). "Take-Two Controlling Telstar". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  170. ^ "TAKE-TWO INTERACTIVE SOFTWARE, INC. ANNOUNCES THAT IT HAS ASSUMED OPERATING CONTROL OF TELSTAR ELECTRONIC STUDIOS". Take-Two Interactive. April 29, 1999. Archived from the original on July 13, 2000.
  171. ^ a b "Take-Two Interactive closes 2K China". GamesIndustry.biz. November 6, 2015. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  172. ^ "2K Madrid". 2K Madrid. Archived from the original on April 1, 2021. Retrieved April 30, 2021.
  173. ^ "2K Sports Lab". 2K Sports Lab.
  174. ^ "2K Valencia". 2K Valencia.
  175. ^ "2K Vegas". 2K Vegas. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  176. ^ "2K Games opens Silicon Valley game studio led by industry veteran Michael Condrey". Gematsu. February 4, 2019. Archived from the original on February 4, 2019. Retrieved February 4, 2019.
  177. ^ "2K Silicon Valley officially named 31st Union". February 11, 2020. Archived from the original on October 26, 2020. Retrieved February 11, 2020.
  178. ^ Ivan, Tom (February 11, 2020). "2K's new 31st Union studio is making an 'ambitious and inspired original IP'". Video Games Chronicle. Archived from the original on April 27, 2020. Retrieved February 11, 2020.
  179. ^ "Form 10-K – Take-Two Interactive Software, Inc". Take-Two Interactive. January 31, 2006. Archived from the original on August 8, 2020. Retrieved December 11, 2019 – via EDGAR.
  180. ^ Goldsmith, Jill (March 28, 2024). "Take-Two Buys Gearbox, Company Behind The Borderlands Franchise, From Embracer For $460 Million". Deadline Hollywood. Archived from the original on March 28, 2024. Retrieved March 28, 2024.
  181. ^ Carcasole, David (June 12, 2024). "Take-Two Now Officially Owns Gearbox Entertainment As Acquisition Closes". PlayStation Universe. Retrieved July 6, 2024.
  182. ^ Batchelor, James (December 9, 2019). "2K opens Cloud Chamber to build "another unforgettable BioShock experience"". GamesIndustry.biz. Archived from the original on October 21, 2020. Retrieved December 9, 2019.
  183. ^ Thorsen, Tor (November 7, 2005). "Take-Two takes in Firaxis". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  184. ^ Puga, Lauren (December 4, 2014). "2K Forms New Studio With Star Wars Vet". IGN. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  185. ^ a b "Take-Two takes Sega's sports-game studios". CNET. Archived from the original on September 5, 2018. Retrieved September 21, 2017.
  186. ^ Pereira, Chris (February 23, 2017). "Former BioShock Studio Irrational Games Adopts A New Name". GameSpot. Archived from the original on September 10, 2017. Retrieved September 21, 2017.
  187. ^ Robinson, Andy (October 12, 2020). "Rockstar has taken over Master Chief Collection developer Ruffian Games". Video Games Chronicle. Archived from the original on December 3, 2020. Retrieved October 12, 2020.
  188. ^ Silent_Jay (August 13, 2016). "Rockstar ouvre un nouveau studio en Inde". Jeuxvideo.com. Archived from the original on February 10, 2019. Retrieved May 14, 2019.
  189. ^ Makedonski, Brett (May 13, 2019). "Rockstar swoops as Starbreeze is forced to sell off a studio". Destructoid. Archived from the original on October 23, 2020. Retrieved May 13, 2019.
  190. ^ Danny Craig (August 25, 2023). "Rockstar Games is opening a new LA-based studio". Hitmarker. Retrieved January 12, 2024.
  191. ^ Calvert, Justin (April 8, 2004). "Mobius renamed Rockstar Leeds". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  192. ^ Johnston, Chris (April 28, 2000). "Take 2 Captures Tarantula". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  193. ^ "Rockstar London establishes new development studio". GamesIndustry.biz. November 22, 2005. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  194. ^ Sinclair, Brendan (April 4, 2008). "Rockstar acquires Mad Doc". GameSpot. Archived from the original on October 17, 2018. Retrieved September 21, 2017.
  195. ^ Kennedy, Sam (April 27, 2000). "Take-Two Acquires DMA Design". GameSpot. Archived from the original on April 4, 2017. Retrieved September 21, 2017.
  196. ^ Calvert, Justin (November 20, 2002). "Angel Studios acquired by Rockstar". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  197. ^ a b Perry, Doug (August 1, 2002). "Take-Two Forms Rockstar Vancouver". IGN. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  198. ^ "Cfx.re Officially Joins Rockstar Games". Cfx.re Community. August 11, 2023. Retrieved May 15, 2024.
  199. ^ Games, Rockstar. "Roleplay Community Update". Rockstar Games. Retrieved May 15, 2024.
  200. ^ "Take-Two Interactive Software to Acquire Mobile Games Developer Nordeus". Take-Two Interactive. June 2, 2021. Archived from the original on September 28, 2021. Retrieved September 28, 2021 – via Business Wire.
  201. ^ "Take-Two enters soccer market with $378m Nordeus acquisition". June 2, 2021. Archived from the original on June 2, 2021. Retrieved June 2, 2021.
  202. ^ Lunden, Ingrid (February 2017). "Take-Two moves into mobile games, buys Social Point for up to $276M". TechCrunch. Archived from the original on August 8, 2017. Retrieved September 21, 2017.
  203. ^ a b Jenkins, David (January 9, 2006). "Take-Two Acquires Irrational Games". Gamasutra. Archived from the original on February 19, 2018. Retrieved February 18, 2018.
  204. ^ Hindes, Daniel (April 15, 2015). "[Update] Borderlands: The Pre-Sequel Developer 2K Australia Has Shut Down". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  205. ^ Burnes, Andrew (May 9, 2006). "2K Games Shacks Up In Shanghai". IGN. Archived from the original on June 12, 2018. Retrieved February 4, 2018.
  206. ^ Purchese, Robert (January 8, 2008). "Take-Two acquires Illusion Softworks". Eurogamer. Archived from the original on February 24, 2018. Retrieved February 24, 2018.
  207. ^ "Have you seen these studios?". GamesIndustry.biz. January 4, 2018. Archived from the original on February 24, 2018. Retrieved February 24, 2018.
  208. ^ Weber, Rachel (May 30, 2014). "Zelnick: 2K Marin now "responsible for" Bioshock franchise". GamesIndustry.biz. Archived from the original on February 24, 2018. Retrieved February 24, 2018.
  209. ^ Rose, Mike (May 30, 2014). "2K Marin has been put in charge of BioShock's future". Gamasutra. Archived from the original on February 24, 2018. Retrieved February 24, 2018.
  210. ^ Sinclair, Brendan (October 18, 2013). "2K Marin shut down entirely – Reports". GamesIndustry.biz. Archived from the original on November 11, 2020. Retrieved December 9, 2019.
  211. ^ Bernstein, Rachel (2007). "History". Sidecar Studios. Archived from the original on March 20, 2007. Retrieved February 3, 2018.
  212. ^ Chalk, Andy (February 23, 2017). "Irrational Games is gone—say hello to Ghost Story". PC Gamer. Archived from the original on February 24, 2017. Retrieved February 23, 2017.
  213. ^ Parker, Sam (May 17, 2006). "Take Two Acquires Pop Top". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  214. ^ Thorsen, Tor (March 8, 2006). "PopTop folded into Firaxis?". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  215. ^ a b c Plunkett, Luke (January 16, 2012). "Every Game Studio That's Closed Down Since 2006". Kotaku. Archived from the original on September 22, 2017. Retrieved February 3, 2018.
  216. ^ Feldman, Curt (December 16, 2004). "Take-Two helps Microsoft get out of sports game". GameSpot. Archived from the original on September 22, 2017. Retrieved February 4, 2018.
  217. ^ Sinclair, Brendan (May 1, 2006). "Indie Built corporately dismantled". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  218. ^ Parker, Laura (July 11, 2012). "Rockstar expands its Toronto operations". GameSpot. Archived from the original on September 6, 2018. Retrieved September 21, 2017.
  219. ^ "Gameplay sells subsidiary for £1". Citywire. Archived from the original on June 24, 2018. Retrieved July 18, 2018.
  220. ^ Sinclair, Brendan (May 11, 2006). "Take-Two closes Rockstar Vienna?". GameSpot. Archived from the original on September 22, 2017. Retrieved September 21, 2017.
  221. ^ Chang, Kasey (June 24, 2002). "Jetfighter IV: Fortress America – Unofficial Strategy Guide and FAQ". The Spoiler Centre. Archived from the original on March 3, 2016. Retrieved February 4, 2018.
  222. ^ Bary, Emily (August 18, 2020). "Take-Two to acquire Two Dots developer Playdots for $192 million". MarketWatch. Archived from the original on November 2, 2020. Retrieved August 20, 2020.
  223. ^ "Form 10-Q". Archived from the original on January 13, 2021. Retrieved November 6, 2020.
  224. ^ Lowe, Zach (February 9, 2017). "NBA, Take-Two Interactive Software partnering on NBA 2K esports league". ESPN. Archived from the original on September 5, 2018. Retrieved September 4, 2018.
  225. ^ Spangler, Todd (June 15, 2017). "Mobile Games Maker Scopely Banks $60 Million With Valuation Over $600 Million". Variety. Archived from the original on September 10, 2018. Retrieved September 9, 2018.
  226. ^ "Games eveloper part of Microsoft". The Province. June 20, 2000. p. A25. Archived from the original on October 3, 2021. Retrieved October 3, 2021 – via Newspapers.com.
  227. ^ Cohen, Peter (June 20, 2000). "Bungie CEO talks Microsoft deal". ZDNet. Archived from the original on January 13, 2019. Retrieved September 9, 2018.
  228. ^ "FORM 10-K, TAKE-TWO INTERACTIVE SOFTWARE, INC". Take-Two Interactive. October 31, 2002. Archived from the original on September 25, 2020. Retrieved February 5, 2021 – via EDGAR.
  229. ^ Takahasi, Dean (October 29, 2014). "Take-Two made $22M on its investment in gameplay livestreaming king Twitch". VentureBeat. Archived from the original on August 19, 2018. Retrieved September 9, 2018.
  230. ^ Weatherbed, Jess (January 16, 2024). "Rockstar Games' owner is fighting Remedy Entertainment over its new 'R' logo". The Verge. Retrieved September 8, 2024.
  231. ^ "Take-Two slammed by game devs after 'R' logo results in "absurd" Rockstar lawsuit". Dexerto. August 29, 2024. Retrieved September 8, 2024.
  232. ^ Coulson, Josh (December 1, 2021). "Take-Two Targets It Takes Two In Latest Wave Of Trademark Disputes". TheGamer. Retrieved December 1, 2021.
  233. ^ "List of trademark disputes relating to Take-Two Interactive". United States Patent and Trademark Office.
  234. ^ Phillips, Tom (December 3, 2021). "Josef Fares' It Takes Two hit by Take-Two claim". Eurogamer. Retrieved December 3, 2021.
  235. ^ Livingstone, Christopher (June 23, 2017). "Rockstar is talking with OpenIV developer, issues new statement on mods". PC Gamer. Archived from the original on July 18, 2021. Retrieved July 19, 2021.
[edit]
  • Business data for Take-Two Interactive Software, Inc.: