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Case
| HBS Case Collection
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2011
(Revised from original 2010 version)
Take-Two Interactive Software, Inc.
by
Sunil Gupta and Kerry Herman
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Abstract
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360, PlayStation 3 and Nintendo, Take-Two had several popular video games, such as Grand Theft Auto, to its credit. However, the video game industry was undergoing a major transition. In addition to digital downloading and cloud gaming, casual and social games were transforming the video game industry. Electronic Arts, one of Take-Two's major competitors, acquired a social gaming company in November 2009 for $400 million. In August 2010, Disney bought another social gaming company for $763 million. Social games were developed, marketed and monetized very differently from traditional console games. Should Take-Two follow the lead of its competitors or continue to focus on its core business?
Keywords: Mergers and Acquisitions;
Business Model;
Leadership Style;
Marketing;
Competitive Strategy;
Entertainment and Recreation Industry;