Share on Facebook Share on Twitter Email
Answers.com

Take-Two Interactive

 
Hoover's Profile: Take-Two Interactive Software, Inc.
(NASDAQ (GS):TTWO)
Company Financials
Income Statement
Balance Sheet
Cash Flow Statement

Contact Information
Take-Two Interactive Software, Inc.
622 Broadway
New York, NY 10012
NY Tel. 646-536-2842
Fax 646-536-2926

Type: Public
On the web: http://www.take2games.com
Employees: 2,100
Employee growth: 10.5%

Crime might not pay in the real world, but in the gaming universe it means big money for Take-Two Interactive Software. The company's popular mature-rated Grand Theft Auto and Midnight Club series of games is developed by subsidiary Rockstar Games. Its 2K Games subsidiary is home to the BioShock franchise, as well as Sid Meier's Civilization, while its 2K Sports subsidiary focuses primarily on sports titles such as Major League Baseball 2K , "NBA 2K," and "NHL 2K". The company's games are for use with PCs, as well as with Sony, Nintendo, and Microsoft game consoles. In early 2008 Electronic Arts made an unsolicited offer to acquire the company for about $2 billion; Take-Two rejected the bid as inadequate.

Key numbers for fiscal year ending October, 2008:
Sales: $1,537.5M
One year growth: 56.6%
Net income: $97.1M

Officers:
Chairman: Strauss Zelnick
CEO and Director: Benjamin (Ben) Feder
CFO: Lainie J. Goldstein

Competitors:
Activision Blizzard
Electronic Arts
Microsoft

Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics
Stock Quote: Take-Two Interactive
Top
Stock Chart: Take-Two Interactive
Top
Company News: Take-Two Interactive
Top
Company History: Take-Two Interactive Software, Inc.
Top

Incorporated: 1993
NAIC: 511200 Software Publishers

Take-Two Interactive Software, Inc. is a New York-based developer, publisher, and distributor of interactive software games. A leader in its field, Take-Two has global reach, with publishing and distribution operations located in Canada, the United Kingdom, France, Germany, Denmark, Italy, Australia, and Japan. The company offers products, either created internally or acquired through third party developers, for all major game consoles (including Sony's PlayStation2, Nintendo's GameCube, and Microsoft's Xbox), as well as for personal computers and handheld computing devices. Take-Two's distribution subsidiary, Jack of All Games, is America's top console game distributor, selling to such major customers as Wal-Mart, Toys 'R' Us, Target, Kmart, Blockbuster, and Amazon. In recent years Take-Two has established a presence in online multi-player gaming, which promises to be a future growth area in the highly competitive gaming industry.

Take-Two's founder was Ryan Brant, the son of Peter Brant, newsprint heir and co-owner of Interview magazine. While earning a degree in economics at the University of Pennsylvania's Wharton School of Business--from which he graduated in May 1992--Brant gained practical business experience working for his father. He served as the chief operating officer of illustrated book publisher Stewart, Tabori & Chang from May 1991 until August 1993, but anxious to forge his own business career he decided to leave the traditional publishing world. In a 1996 Forbes profile, he explained, "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." Through family and private investors the 21-year-old entrepreneur was able to raise $1.5 million and establish Take-Two in the fall of 1993.

Early on, Brant forged a relationship with Bob Fish, a partner in charge of the entrepreneurial practice of major accounting firm PriceWaterhouseCoopers. PWC offered a significant discount on its services for the start-up, in anticipation of Take-Two becoming a profitable business that in the future could afford to pay a standard rate. According to Brant, "We were looking for somebody who could handle the company as a small firm and grow with us." The much older Fish would play a significant role in helping to shape the structure of Take-Two.

At the outset Take-Two was simply another computer and video game developer in search of a hit product. It was one of the first developers to invest in well-known actors to star in its live-action products. The trend was started by Mechadeus, a San Francisco game developer that had used an unknown actress in its 1993 offering, Critical Pass. As a follow-up to that modest success, in order to appeal to the target audience of 16 to 35-year-old males, the company hired Tia Carrere, known for her work in the films Wayne's World and True Lies. The resulting game, The Daedalus Encounter, became an immediate success. Take-Two hired acting legend Dennis Hopper to star in its game Hell: A Cyberpunk Thriller. Released in December 1994, the game would sell 300,000 copies worldwide over the next six months and generate a healthy profit for the company. For its Ripper game, Take-Two then devoted $625,000 of a $2.5 million production budget to sign veteran actors Christopher Walken, Karen Allen, and Burgess Meredith. Not only did the use of name brand talent boost sales, it made it easier for companies like Take-Two to pre-sell its games to overseas distributors in order to raise money to cover production budgets.

In March 1995, Take-Two was established enough to negotiate a four-year licensing arrangement with Sony, allowing it to develop games for Sony's popular PlayStation game console. Take-Two's early success then attracted the attention of Acclaim Distribution Inc., the powerhouse distribution operation of Acclaim Entertainment that boasted a 10,000 store network. In February 1996, Take-Two reached an agreement with Acclaim to distribute its titles, starting with Ripper and followed by Hell: A Cyberpunk Thriller and Star Crusader. Despite forging this important alliance, Brant was dissatisfied with the state of Take-Two, which at this point was generating around $10 million in annual revenues. As quoted in a 1999 Crain's New York Business article, Brant observed, "One day we woke up and said, 'We're going to get killed here unless we get bigger.'"

Three years after starting Take-Two, Brant initiated a string of acquisitions that would dramatically expand the company's business, turning to Fish for help with the resulting accounting and tax issues. Take-Two's first purchase was completed in September 1996 when it paid nearly $1.75 million in cash and stock for Mission Studios Corporation, a flight simulation game developer whose only product to date was JetFighter III. The game was subsequently released by Take-Two two months later. In order to fund further purchases, Brant then took steps to take the company public. With Whale Securities acting as its underwriter, Take-Two, in April 1997, completed an initial public offering of stock, priced at $5 a share and netting close to $6.5 million. An additional $4 million was raised late in the year through the issuance of promissory notes to venture capitalists.

Although far from an imposing war chest, these funds were sufficient enough for Take-Two to begin to widen its focus from software development to include publishing and distributing games, as well as to extend the company's reach overseas. In July 1997, Take-Two acquired GameTek (U.K.) and its operation that distributed computer software games in Europe and other international markets (renamed Take-Two Interactive Software Europe Limited). In addition, Take-Two acquired game developer Alternative Reality Technologies, Inc. from GameTek, in the process gaining a number of games, including Dark Colony, The Quivering, and The Reap. As part of the GameTek transaction, Take-Two hired Kelly Sumner, an executive officer of GameTek. Sumner would ultimately become Take-Two's chief executive officer. Keeping on experienced management would also become part of Brant's strategy for external growth. Furthermore, in July 1997, Take-Two acquired Inventory Management Systems, Inc. and Creative Alliance Group, Inc. Both companies were involved in the domestic distribution of software games for both game consoles and PCs. In December 1997, Take-Two acquired Alliance Inventory Management, a wholesale distributor of games and hardware in the United States. By building a distribution business, Brant was ensuring additional outlets for Take-Two games and, more importantly, establishing a more consistent revenue base than could be expected from the hit or miss existence of a game developer.

Take-Two continued to grow its business in 1998. In addition to its earlier licensing arrangement with Sony, Take-Two signed a three year deal to develop games for the Nintendo game console, followed by a similar agreement with Sega and its Dreamcast system. In March 1998, Take-Two strengthened itself in a number of areas by acquiring the BMG Interactive unit from Bertlesmann AG for approximately $14.2 million in stock. Take-Two gained a sales, marketing, and distribution operation in France and Germany, as well as a product publishing and distribution business in the United Kingdom. In addition, Take-Two gained a back catalogue of games and the distribution and sequel rights to twelve video and PC game titles. Out of this collection would come Take-Two's first major worldwide hit, the Sony PlayStation car game Grant Theft Auto, which over the course of the next 18 months would sell over 1.5 million copies. Take-Two also bolstered its game development business by acquiring the UK studio Spidersoft, which it renamed Tarantula and devoted to the development of products for the Nintendo GameBoy Color platform, and the U.S. developer Talonsoft, which was devoted to the creation of historical strategy games (a deal not completed until early 1999).

Take-Two added other important properties to its distribution business in 1998. In June it acquired DirectSoft Australia in a $256,000 stock transaction that added distribution operations in Australia and New Zealand. Domestically, Take-Two took a major step in August 1998 when it acquired Cincinnati-based of All Games Inc., which greatly expanded the company's distribution channels in the United States and contributed handsomely to the bottom line. For the year, Take-Two more than doubled its revenues over 1997, growing to $191 million; net profit grew to $7.1 million, a significant improvement over the company's $3.6 million profit in 1997. Take-Two was one of the few companies located in Manhattan's Silicon Alley to actually make money, yet investors remained somewhat skeptical, viewing it as a collection of companies with no discernable long-term strategy for the future. As a result, the price of the Take-Two's stock showed little movement, despite the company's respectable balance sheet.

In 1999, Take-Two continued to reach out in a number of directions. It greatly increased its spending on research and development of new games, from $1.7 million during the previous year to $5.2 million. Take-Two firmed up its hold on the profitable Grand Theft Auto game by acquiring the outstanding capital stock of its developer, DMA Design Holdings Limited. The company acquired Bungie Software Products, maker of software games for PCs, and Telstar Electronics Studios, the interactive software division of U.K. music publisher Telstar Group plc. Moreover, Take-Two purchased a 19.6 percent stake in a game start-up called Gathering of Developers (GoD) and signed a five-year deal to distribute the company's PC titles in the United States and Europe. GoD was created by a group of established Texas game developers, some of whom were responsible for the creation of the highly popular Quake and Doom games. They formed GoD as a way to gain more leverage

Take-Two made a number of purchases in 1999 to build up its distribution business. In February, it acquired L.D.A. Distribution, which distributed interactive games in both the United Kingdom and France. In addition, Take-Two picked up a video game accessories manufacturing subsidiary, Joytech Europe Ltd. In March 1999, Take-Two added the budget software publishing and distribution operations in Norway, Sweden, and Denmark of FunSoft Nordic A.S., which was renamed of All Games Scandinavia. Later in the year, Take-Two paid $2.2 million to acquire Verte Italia Spa, a publisher of software and video games with a major distribution operation in Italy. Take-Two also began to look to the Internet in 1999, an area that held great promise for the future of interactive gaming. The company began development of an multiplayer online version of Grand Theft Auto, which the company anticipated would become the first in a number of its titles to be converted. Take-Two also gained a toehold in online commerce with the acquisition of DVDWave.com, retailer of DVD movies, a site on which the company hoped to soon start selling games. Investors took some notice of Take-Two activities in 1999, bidding up its stock above $13, although the price would again sink to the $7 level before finding a middle ground. Nevertheless, Take-Two continued to grow its balance sheet at a furious pace. Revenues in 1999 increased by more than 57 percent over the previous year, topping $300 million, while net income more than doubled to $16.3 million.

In 2000, Take-Two acquired the outstanding shares of GoD, making the game developer into a wholly-owned subsidiary, and also purchased PopTop Software. Aside from these investments, Take-Two devoted much of its cash to growing its online endeavors. In February, it acquired a stake in eUniverse, a major online gaming and entertainment network that boasted more than 6 million unique visitors each month. The investment paved the way for Take-Two to promote its games on the site, including the creation of online communities created around the company's titles. In March 2000, Take-Two purchased the Israeli video technology company, Pixel Broadband Studios, developers of software that transmitted video games across high-speed Internet access networks. Also in 2000, Take-Two bolstered its online presence by signing a deal with Freeloader, a free downloadable games portal. Furthermore, the company established a London-based subsidiary, Broadband Studios, to focus on the development of online games.

After acquiring more than two dozen companies in the past four years, not all of which lived up to expectations, Take-Two had taken on considerable debt, a situation that troubled investors. Take-Two, however, continued to increase sales at a steady rate despite a general downturn in the tech sector, posting revenues of $387 million in 2000 and income of almost $25 million. For Take-Two, 2001 was a transitional year. Kelly Sumner took over as chief executive, while Brant remained as chairman of the board. Sumner announced that his focus would be on further international expansion. The company enjoyed a run-up of its stock, topping out at $24.50 in June. It fell to the $13 range by early September when the terrorist attacks on the World Trade Center temporarily shut down the business and caused a precipitous decline in Take-Two stock. The company soon regained its balance, and actually looked to benefit from the attacks, with consumers expected to stay home and engage in activities such as interactive games rather than venture outside, a situation that occurred a decade earlier during the Gulf War. Moreover, the gaming industry expected that Microsoft's Xbox entry in the gaming console business would also spur game sales. As the year came to a close, however, rumors began to circulate that Microsoft was interested in establishing itself in the software side of the gaming industry. To many, Take-Two, with its relatively low stock price and diversified business, was clearly a prime candidate. Whether independent or part of a behemoth like Microsoft, Take-Two appeared destined to remain a major force in the interactive gaming industry.

Principal Subsidiaries

Mission Studios, Inc,; Take-Two Interactive Software Europe Limited; Inventory Management Systems, Inc.; Jack of All Games; Gathering of Developers, Inc.

Principal Competitors

Activision Inc.; Acclaim Entertainment Inc.; Capcom Co.; Eidos plc; Electronic Arts Inc.; Hasbro, Inc.; Konami Co. Ltd.; Midway Games, Inc.; Microsoft Corporation; Mattel Inc.; Namco Ltd.; THQ Inc.

Further Reading

Aron, Laurie Joan, "Fatherly Advice on Facts of Financial Life," Crain's New York Business, October 12, 1998, p. 34.

Darlin, Damon, "'Your turn to die, sucker!'," Forbes, July 17, 1995, p. 108.

"Game Boy," Forbes, May 20, 1996, p. 276.

Marcial, Gene G., "A Second Chance for Take-Two?," Business Week, July 26, 1999, p. 135.

"A Play for Take-Two?," Business Week, December 17, 2001, p. 149.

Vargas, Alexia, "Fun Plus Games Equal Profits," Crain's New York Business, March 26, 2001, p. 30.

Walsh, Mark, "NY's Game Boy: Take-Two Rolls Up Rivals, But Stock Lags," Crain's New York Business, March 29, 1999, p. 3.

— Ed Dinger


Wikipedia: Take-Two Interactive
Top
Take-Two Interactive Software Inc.
Type Public (NASDAQTTWO)
Founded 1993
Headquarters New York City, New York, United States
Key people Ben Feder (CEO, President)
Strauss Zelnick (Chairman)
Industry Video games
Products BioShock series
Civilization series
Grand Theft Auto series
Mafia series
Manhunt series
Max Payne series
Midnight Club series
MLB 2K series
NBA 2K series
NHL 2K series
Railroad Tycoon series
Serious Sam series
Stronghold series
Tropico series
Revenue $1.5375 billion US (2008)[1]
Net income $97.1 million US (2008)
Employees 2,002 (2007)
Website www.take2games.com

Take-Two Interactive Software, Inc. (NASDAQTTWO) (or Take-Two, also known as Take2) is an American publisher, developer, and distributor of video games and video game peripherals. The company's headquarters are in New York City, United States, with international headquarters in Geneva, Switzerland. Development studio locations include San Diego, Vancouver, Toronto and Austin, Texas. Take-Two has developed and published many notable games, including its most famous Grand Theft Auto series, the Serious Sam shooter series, the Midnight Club racing series, controversial games Manhunt and Manhunt 2 and most recently BioShock. It owns 2K Games, formerly Visual Concepts prior to its purchase from Sega, and publishes its popular 2K Sports titles. It also acted as the publisher of Bethesda Softworks' 2006 game, The Elder Scrolls IV: Oblivion. Take-Two was the target of a hostile takeover bid from rival Electronic Arts issued in February 2008. The bid expired August 18, 2008, and, according to Take-Two, will not be renewed.[2] However, according to CNET, the two companies entered into confidential discussions on August 25, 2008.[3]

Contents

History

In February 1999, Take-Two published the game Biosys under the company Jumpstart Interactive, a point-and-click adventure which follows the protagonist Professor Alan Russell and is set inside the fictional ecological facility Biosphere Four. In 2004 Take-Two formed two new publishing companies called 2K Games and 2K Sports in order to manage a group of newly acquired development studios as well as publishing deals with a variety of other well known studios. Take-Two acquired the rights to the ESPN 2K sports games (When Take-Two announced the ESPN deal, they dropped "ESPN" from their games), created by Visual Concepts (football and basketball) and Kush Games (baseball and hockey), from Sega as part of the creation of 2K Sports. In the same year, Take-Two bought the rights to the Civilization game from Infogrames for $22.3 million.[4][5]

In 2005, Take-Two embarked on acquisition spree and spent more than $80 million buying game developers.[6] It bought for $32 million the development studios Visual Concepts and Kush Games, for $11.4 million Gaia Capital Group and for around $11.8 million the studio Irrational Games, which develops Freedom Force vs. The Third Reich. Then late that year in November, Take-Two acquired Firaxis for $27 million including possible performance bonuses. [7] At the annual meeting on March 29, 2007, Take-Two investors ousted five of six board members.[8]

Ryan Brant, former chief executive of Take-Two Interactive Software, pleaded guilty in February 2007 to falsifying business records. He faced up to four years in prison but received a lighter sentence in a plea agreement after agreeing to cooperate with prosecutors because he took it.[9] In 2005, the U.S. Securities and Exchange Commission alleged in a lawsuit that Brant, with the company's former chief financial officers, Larry Muller and James David Jr., and its head of sales, Robert Blau, inflated revenue in fiscal years 2000 and 2001. In June,[verification needed] the UFC filed a lawsuit against the company over the video game they created for the organization.[10]

On May 22, 2007, Oasys Mobile signed a deal to bring several of the Sid Meier licenses to the mobile market. The original Sid Meier games are developed by Take-Two's company Firaxis Games. Oasys will be bringing these games to the mobile market some time in 2008.[11] In March 2007, Take-Two filed a lawsuit against Jack Thompson, to prevent him from filing a public nuisance complaint in Florida court like he did with Bully. Rival game company Electronic Arts revealed they had made a $25 p/share all cash transaction offer to the board of Take-Two in mid February 2008, subsequently revising it to $26 p/share after being rejected and making the offer known to the public.[12] Rumors of a buyout had been floating around the internet several weeks prior.[13] Stocks went up by 54% on Monday, following the Sunday announcement, closing over the $26 offer price, whilst EA's own stock prices went down by 5%, the largest loss in over a year.[14]

On September 8, 2008, They entered into an outsourcing agreement with Ditan Distribution LLC. Ditan assumes the responsibility for the pick, pack, ship and warehousing functions for Take-Two's publishing and distribution businesses previously handled by Take-Two's Jack of All Games subsidiary. The agreement allows Jack of All Games, to primarily sell third-party products, to focus on purchasing, sales and service for their customers.[15]

In September 2009, following a lawsuit, Take-Two Interactive were forced to pay a $20 million settlement for an inclusion of a sex mini-game that was included in Grand Theft Auto: San Andreas.

Attempted takeover by Electronic Arts

In mid-February 2008, Electronic Arts (EA) proposed an acquisition of Take-Two Interactive for about $2 billion. According to Game Informer's April issue, EA CEO John Riccitiello said that EA considered a deal for Take-Two last spring but axed it at the last minute. Take-Two's board of directors declined the cash deal. But EA is still pursuing the acquisition of Take-Two, stating in a letter, "If you are unwilling to proceed on that basis, however, we may pursue other means, including the public disclosure of this letter, to bring our offer and the compelling value it represents to the attentions of Take-Two's shareholders." Later, Take-Two released a statement explaining why the company has rejected the offer, "In addition to undervaluing key elements of our business, EA's proposal fails to recognize the value we are building through our ongoing turnaround efforts, which will further revitalize Take-Two." Take-Two offered to discuss the offer for after Grand Theft Auto IV's release on April 29, 2008. If EA does acquire Take-Two, it will end the company's main competition in the sports genre of video games.[16] The bid expired May 15th, 2008, however EA extended the offer until June 16th, 2008, at the same price of $25.74 per share. Take-Two's position has not changed. On September 14, 2008, EA announced that they decided to let the $2 billion offer to buy Take-Two expire.

Subsidiaries

Current

Defunct

Notable franchises

Take-Two's subsidiary Rockstar Games created the Grand Theft Auto series, which includes Grand Theft Auto, Grand Theft Auto 2, Grand Theft Auto III, Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, Grand Theft Auto: Liberty City Stories, Grand Theft Auto: Vice City Stories, Grand Theft Auto IV, and Grand Theft Auto Chinatown Wars. There are also lesser-known expansions to the original GTA on PlayStation and PC, Grand Theft Auto: London, 1969 and the PC only Grand Theft Auto: London, 1961. As well as GTA, Rockstar developed several other action games, including Manhunt and State of Emergency. In other genres, Rockstar's creations include the award-winning Midnight Club racing series, which includes Midnight Club: Street Racing, Midnight Club II, Midnight Club 3: DUB Edition, and Midnight Club: Los Angeles, the Western-themed Red Dead Revolver (originally developed by Capcom), the sports game Rockstar Games presents Table Tennis, and Bully.

Other Take-Two subsidiaries include 2K Games, 2K Sports, Jack of All Games (its distribution arm), and Firaxis Games 2K Games will be publishing the delayed Duke Nukem Forever, though it is currently considered vaporware by many in the gaming community - especially now that DNF's developer, 3DRealms, has closed for business. Sega's ESPN sports games, for which 2K Sports was the publisher; and the Outlaw sports series, which includes Outlaw Golf and Outlaw Volleyball.

References

  1. ^ http://www.reuters.com/finance/stocks/incomeStatement?stmtType=INC&perType=ANN&symbol=TTWO.O
  2. ^ "Take-Two Interactive Software, Inc. Confirms That Electronic Arts Will Join Take-Two's Formal Process Reviewing Strategic Alternatives and That EA's Tender Offer Will Expire" (in English). http://www.marketwatch.com/news/story/take-two-interactive-software-inc-confirms/story.aspx?guid={C6467F29-116C-496F-A34D-3B2120F64C12}&dist=hppr. Retrieved 2008-08-19. 
  3. ^ "EA, Take-Two in confidential talks" (in English). http://news.cnet.com/8301-1001_3-10025456-92.html?tag=blog.promos. Retrieved 2008-08-25. 
  4. ^ Feldman, Curt (1996-02-29). "Civilization sold off to mystery buyer - PC News at GameSpot". Gamespot.com. http://www.gamespot.com/pc/strategy/civilization2/news.html?sid=6113971&mode=all. Retrieved 2009-03-24. 
  5. ^ Thorsen, Tor (2005-10-25). "Take-Two takes over Civilization - PC News at GameSpot". Gamespot.com. http://www.gamespot.com/pc/strategy/civilizationiv/news.html?sid=6117117. Retrieved 2009-03-24. 
  6. ^ Sinclair, Brendan (2006-01-31). "Take-Two reveals acquisition prices, hints at future lawsuits - PlayStation 2 News at GameSpot". Gamespot.com. http://www.gamespot.com/news/6143447.html. Retrieved 2009-03-24. 
  7. ^ [1][dead link]
  8. ^ "Experts: Take-Two Coup a Governance Win - Breaking - Technology". theage.com.au. http://www.theage.com.au/news/Technology/Shareholders-revolt-as-video-game-publisher-hosts-annual-meeting/2007/03/30/1174761703204.html. Retrieved 2009-03-24. 
  9. ^ "Former Take-Two CEO gets probation - Crain's New York Business". Newyorkbusiness.com. 2007-08-01. http://www.newyorkbusiness.com/apps/pbcs.dll/article?AID=/20070801/FREE/70801008/1064/breaking. Retrieved 2009-03-24. 
  10. ^ Sinclair, Brendan (2007-05-23). "UFC calls out Take-Two". GameSpot. http://www.gamespot.com/news/6171320.html?print=1. Retrieved 2009-03-24. 
  11. ^ "Markets — Financial Market Summaries at SFGate". Finance.sfgate.com. http://finance.sfgate.com/hearst?Account=sfgate&GUID=2111064&Page=MediaViewer&Ticker=OYSM. Retrieved 2009-03-24. 
  12. ^ Crecente, Brian (2008-02-24). "Top: EA Makes Offer to Buy Take 2". Kotaku.com. http://kotaku.com/360123/ea-makes-offer-to-buy-take-2. Retrieved 2009-03-24. 
  13. ^ McWhertor, Michael (2007-12-20). "Take-two Interactive: Analyst "Convinced" That Take-Two Will Be Swallowed". Kotaku.com. http://kotaku.com/336364/analyst-convinced-that-take+two-will-be-swallowed. Retrieved 2009-03-24. 
  14. ^ "Electronic Arts plays risky game in bid for Take-Two". Financialpost.com. http://www.financialpost.com/trading_desk/technology/story.html?id=335770. Retrieved 2009-03-24. 
  15. ^ "Take-Two Interactive Software, Inc. Enters Distribution Services Agreement with Ditan Distribution LLC". =2008-09-08. http://ir.take2games.com/ReleaseDetail.cfm?releaseid=333111. 
  16. ^ "EA Makes Play For Take-Two Interactive". Gameinformer.com. 2008-02-25. http://www.gameinformer.com/NR/exeres/2A100172-EC7A-4F39-86A8-F2E19ED59BA4.htm. Retrieved 2009-03-24. 
  17. ^ http://www.mobygames.com/company/take-two-licensing-inc

External links


 
 

 

Copyrights:

Hoover's Profile. ©2008 Hoover's, Inc. All rights reserved.  Read more
Stock Quote. © MarketWatch, Inc. 2008. All rights reserved. Subject to the Terms of Use. Designed and powered by Dow Jones Client Solutions.
MarketWatch, the MarketWatch logo, BigCharts and the BigCharts logo are registered trademarks of MarketWatch, Inc. Dow Jones is the registered trademark of Dow Jones & Company, Inc.  Read more
Company History. International Directory of Company Histories. Copyright © 2006 by The Gale Group, Inc. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Take-Two Interactive" Read more