Take-Two Interactive Software, Inc. Harvard Case Solution & Analysis

Shade instances should be printed in color, to optimize their effectiveness. In September 2010, faced with growing risk from social game companies like Zynga, Ben Feder, the CEO of Take-Two Interactive Software Incorporation, had to conclude the long term strategy of his video-game company. As a publisher of conventional video games for Xbox 360, PlayStation 3 and Nintendo, Take Two had numerous popular video games, like Grand Theft Auto, to its credit. On the flip side, the video game industry was experiencing a major transition. Along with digital downloading and cloud gaming, casual and social games were transforming the video game industry.

Electronic Arts, one of Take-Two's leading adversaries, obtained a social gaming business for $400 million in November 2009. For $763 million, Disney bought another social gaming company in August 2010. Social games were developed, marketed and monetized very differently from conventional console games. Should take-two pursue the lead of its participants or persist to concentrate on its core business?

Take-Two Interactive Software, Inc. case study solution

PUBLICATION DATE: October 13, 2010 PRODUCT #: 511002-HCC-ENG

This is just an excerpt. This case is about SALES & MARKETING

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