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Take-Two Interactive

 
Hoover's Company Profiles:

Take-Two Interactive Software, Inc.

(NASDAQ:TTWO)
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: 2,118

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 (GTA) series and other games are developed by subsidiary Rockstar Games. Its 2K Games subsidiary publishes franchises such as BioShock, Borderlands, and Sid Meier's Civilization; the 2K Sports unit carries titles such as Major League Baseball 2K and "NBA 2K". Take-Two's games are largely played on Microsoft, Sony, and Nintendo game consoles, but also PCs and handheld devices. Its products are sold through outlets including retail chains, such as Best Buy and Toys "R" Us, and as PC and console downloads. More than half of its sales comes from the US.

Key numbers for fiscal year ending March, 2011:
Sales: $1,136.9M
One year growth: (1.9%)
Net income: $48.5M
Income growth: 13.8%

Officers:
Chairman and CEO: Strauss Zelnick
COO: Karl Slatoff
CFO: Lainie J. Goldstein

Competitors:
Activision Blizzard
Electronic Arts
THQ

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TakeTwo Interactive Software Inc.

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Gale Directory of Company Histories:

Take-Two Interactive Software, Inc.

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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 on Answers.com:

Take-Two Interactive

Top
Take-Two Interactive Software, Inc.
Type Public
Traded as NASDAQTTWO
Industry Computer and video games
Interactive entertainment
Founded 1993
Founder(s) Ryan Brant
Headquarters New York City, United States
Key people Strauss Zelnick[1]
(Chairman and CEO)
Products BioShock series
Borderlands series
Civilization series
Grand Theft Auto series
L.A. Noire
Mafia series
Manhunt series
Max Payne series
Midnight Club series
MLB 2K series
NBA 2K series
NHL 2K series
Railroad Tycoon series
Red Dead series
Bully
Serious Sam series
Stronghold series
Tropico series
Codename Eagle series
Revenue increase US$1.136 billion (2011)[2]
Operating income increase US$77.14 million (2011)[2]
Net income increase US$48.46 million (2011)[2]
Total assets increase US$971.66 million (2011)[2]
Total equity increase US$615.28 million (2011)[2]
Employees 2,118 (September 2011)[3]
Website Take2games.com

Take-Two Interactive Software, Inc. (NASDAQTTWO) (or Take-Two, also known as Take2) is a major American publisher, developer, and distributor of video games and video game peripherals. Take-Two wholly owns 2K Games and Rockstar Games. The company's headquarters are in New York City, with international headquarters in Windsor, United Kingdom. Development studio locations include San Diego, Vancouver, Toronto and Novato, California. Take-Two has developed and published many notable games, including its most famous series Grand Theft Auto series, the Midnight Club racing series, the Manhunt series and more recently BioShock. As owner of 2K Games, Take-Two publishes its popular 2K Sports titles. It also acted as the publisher of Bethesda Softworks's 2006 game, The Elder Scrolls IV: Oblivion.

Contents

History

Take-Two was founded in 1993 by Ryan Brant, the son of Peter Brant, newsprint heir and co-owner of Interview magazine. 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. Take 2 published a game called "Rats!" in 1998, the game was developed by Tarantula Games. In February 1999 Take-Two published the game Biosys through the company Jumpstart Interactive. The game is a point-and-click adventure which follows the protagonist Professor Alan Russell and is set inside the fictional ecological facility Biosphere Four. In July 1999 they published Hidden & Dangerous, one of the pioneering tactical first/third person shooters, and its follow-up Hidden & Dangerous 2 in 2003. In 2004, Take-Two paid US$22.3 million to Infogrames for the rights to the Civilization series.[4][5]

In 2005, Take-Two began a host of acquisitions, spending more than US$80 million buying game developers.[6] It bought for US$32 million the development studios Visual Concepts and Kush Games, for US$11.4 million Gaia Capital Group and for around US$11.8 million the studio Irrational Games, which developed Freedom Force vs The 3rd Reich. Take-Two formed the publishing companies 2K Games and 2K Sports to manage a group of newly acquired development studios, and publishing deals with a variety of other well known studios. As part of the creation of 2K Sports, Take-Two acquired from Sega the rights to the ESPN 2K sports games created by Visual Concepts (football and basketball) and Kush Games (baseball and hockey); when announced, Take-Two renamed the franchise to omit "ESPN" from the titles. Then in November, Take-Two acquired Firaxis for US$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]

In February 2007 Ryan Brant pleaded guilty to falsifying business records. He faced up to four years in prison and received a lighter sentence by agreeing to cooperate in a plea agreement to cooperate with prosecutors.[9] The charges stemmed from 2005 when the U.S. Securities and Exchange Commission alleged in a lawsuit that Brant, the company's head of sales Robert Blau, and its former chief financial officers Larry Muller and James David Jr., inflated revenue in fiscal years 2000 and 2001. In March, 2007, ZelnickMedia staged a takeover of the company together with some of Take-Two Interactive's largest investors.[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 as he did with Bully.

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.[12] In September 2009, following a lawsuit, Take-Two Interactive were forced to pay a US$20 million settlement for an inclusion of a sex mini-game that was included in Grand Theft Auto: San Andreas. On December 21, 2009, they sold Jack of All Games to SYNNEX Corporation.[13] In May 2007, the UFC filed a lawsuit against the company over the video game they created for the organization.[14] In 2010, Ben Feder stepped down as CEO, and was replaced by executive chairman Strauss Zelnick.[15]

Attempted takeover by Electronic Arts

In mid-February 2008, rival game company Electronic Arts (EA) made a US$25 per share all cash transaction offer 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.[16] Rumors of a buyout had been floating around the internet several weeks prior.[17] Stocks went up by 54% on Monday, following the Sunday announcement, closing over the US$26 offer price, whilst EA's own stock prices went down by 5%, the largest loss in over a year.[18] According to Game Informer's April 2008 issue, EA CEO John Riccitiello said that EA considered a deal for Take-Two in the previous spring but axed it at the last minute. Take-Two's board of directors declined the cash deal. However, EA was 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 after Grand Theft Auto IV's release on April 29, 2008. An acquisition would have ended EA's main competition in sports video games.[19] The bid expired May 15, 2008, however EA extended the offer until June 16, 2008, at the same price of US$25.74 per share. Take-Two's position did not change and on September 14, 2008, EA announced that they decided to let the US$2 billion offer to buy Take-Two expire.

Subsidiaries

Current

Defunct

Sold

References

  1. ^ "Take-Two CEO resigns, chairman taking over". Gamespot. http://www.gamespot.com/news/6283246.html. Retrieved November 16, 2010. 
  2. ^ a b c d e "Financial Statements for Take-Two Interactive Software, Inc.". Google Finance. http://www.google.com/finance?q=NASDAQ:TTWO&fstype=ii. 
  3. ^ "Take-Two Interactive Software, Inc.: NASDAQ:TTWO quotes & news". Google Finance. http://www.google.com/finance?q=NASDAQ:TTWO. 
  4. ^ Feldman, Curt (February 29, 1996). "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 March 24, 2009. 
  5. ^ Thorsen, Tor (October 25, 2005). "Take-Two takes over Civilization - PC News at GameSpot". Gamespot.com. http://www.gamespot.com/pc/strategy/civilizationiv/news.html?sid=6117117. Retrieved March 24, 2009. 
  6. ^ Sinclair, Brendan (January 31, 2006). "Take-Two reveals acquisition prices, hints at future lawsuits - PlayStation 2 News at GameSpot". Gamespot.com. http://www.gamespot.com/news/6143447.html. Retrieved March 24, 2009. 
  7. ^ "Take-Two SEC filings reveal further 'Hot Coffee' lawsuits // GamesIndustry.biz". Web.archive.org. December 19, 2007. Archived from the original on December 19, 2007. http://web.archive.org/web/20071219035645/http://www.gamesindustry.biz/content_page.php?aid=14422. Retrieved December 14, 2010. 
  8. ^ "Experts: Take-Two Coup a Governance Win - Breaking - Technology". Melbourne: theage.com.au. March 31, 2007. http://www.theage.com.au/news/Technology/Shareholders-revolt-as-video-game-publisher-hosts-annual-meeting/2007/03/30/1174761703204.html. Retrieved March 24, 2009. 
  9. ^ "Former Take-Two CEO gets probation - Crain's New York Business". Newyorkbusiness.com. August 1, 2007. http://www.crainsnewyork.com/apps/pbcs.dll/article?AID=/20070801/FREE/70801008/1064/. Retrieved March 24, 2009. 
  10. ^ "How Much to Hijack Grand Theft Auto?". frictionlessinsight.com. October 15, 2011. http://www.frictionlessinsight.com/archives/2011/10/how-much-to-hij.html. Retrieved October 17, 2011. 
  11. ^ "Markets – Financial Market Summaries at SFGate". Finance.sfgate.com. http://finance.sfgate.com/hearst.sfgate/news/read?GUID=2111064&Symbol=OYSM. Retrieved March 24, 2009. 
  12. ^ "Take-Two Interactive Software, Inc. Enters Distribution Services Agreement with Ditan Distribution LLC". September 8, 2008. http://ir.take2games.com/phoenix.zhtml?c=86428&p=irol-newsArticle&ID=1195270&highlight=. 
  13. ^ "Take-Two Interactive Software, Inc. Enters into Agreement to Sell its Jack of All Games Distribution Business to SYNNEX Corporation". Business Wire. December 21, 2009. http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20091221005991&newsLang=en. Retrieved December 14, 2010. 
  14. ^ Sinclair, Brendan (May 23, 2007). "UFC calls out Take-Two". GameSpot. http://www.gamespot.com/news/6171320.html. Retrieved March 24, 2009. 
  15. ^ Fritz, Ben (October 29, 2010). "Take-Two chief executive exits, to be replaced by chairman Strauss Zelnick". Los Angeles Times. http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/10/take-two-chief-executive-exits-to-be-replaced-by-chairman-strauss-zelnick.html. Retrieved October 31, 2010. 
  16. ^ Crecente, Brian (February 24, 2008). "Top: EA Makes Offer to Buy Take 2". Kotaku.com. http://kotaku.com/360123/ea-makes-offer-to-buy-take-2. Retrieved March 24, 2009. 
  17. ^ McWhertor, Michael (December 20, 2007). "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 March 24, 2009. 
  18. ^ "Electronic Arts plays risky game in bid for Take-Two". Financialpost.com. Archived from the original on May 8, 2008. http://web.archive.org/web/20080508014914/http://www.financialpost.com/trading_desk/technology/story.html?id=335770. Retrieved March 24, 2009. 
  19. ^ "EA Makes Play For Take-Two Interactive". Gameinformer.com. February 25, 2008. Archived from the original on April 30, 2008. http://web.archive.org/web/20080430150712/http://www.gameinformer.com/NR/exeres/2A100172-EC7A-4F39-86A8-F2E19ED59BA4.htm. Retrieved March 24, 2009. 
  20. ^ "Take-Two Licensing, Inc". MobyGames. September 11, 2000. http://www.mobygames.com/company/take-two-licensing-inc. Retrieved December 14, 2010. 
  21. ^ "About 2K". 2K Games. http://www.2kgames.com/#/about-2k/. Retrieved December 14, 2010. 
  22. ^ Annual report of Illusion Softworks, a.s. for 2007, auditor BDO Prima Audit s.r.o. (at the end of 2007 the sole owner of Illusion Softworks, a.s. was Kush Games, Inc.)
  23. ^ Gilbert, Ben (April 15, 2010). "2K Marin working on XCOM, '2K Australia name is no longer used'". Joystiq. http://www.joystiq.com/2010/04/15/2k-marin-working-on-xcom-2k-australia-name-is-no-longer-used/. Retrieved December 14, 2010. 

External links


 
 
Related topics:
Bioshock (2009 Science Fiction Film)
Electronic Arts Inc. (Public Company)
eGames, Inc. (Public Company)

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