Take-Two Interactive Software Inc.: The Business Behind Video Gaming’s Biggest Hits Anita Elberse Madden Osei Sophia Smith

Video game publishing business models.

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Video game industry research and development

Case: **Sophia Smith**: **”The biggest misconception… is assuming that it takes no brains to come up with popular games. It actually does take a lot of thoughtful creativity and expertise, as we see… in games created through community outreach, in partnerships with content creators, influencers & celebrities, on and beyond social media, but all driven by core gaming expertise.”*

“Take-Two Interactive’s Role in Shaping the Evolution of Video Games.”

Introduction (3% error rate:) So, we’re here with Sophiea SMTH… ohh sorry – Smith and her fascinating business stories. What comes up most interestingly – especially during class discussions – were some of their biggest failures, mistakes, regrets … ouch that sounded more “fail” rather than a casual, more friendly one! Okay, that wasn’t the smoothest sentence. Anyway! This was the point: when analyzing business cases from real companies, they also need the harsh truth, the lessons to be learned – so don’t always sugar coat things, but highlight their challenges and ways over them. Just remember, no pain, gain, amiiiiigg right? *giddily* But now, without making us cry more, let me delve further into Sophiea SMH-‘s case! Yayyy!! **Changing topic!** You know who Sophiea is by now? click reference If you don’t, then do some google search because she will pop into one of your future classrooms with case scenarios from all kinds of companies and backgrounds like these **Top Gun-meeting vibes…**, and you can learn from each one! — — Case Backstory: **A Video Game Design Studio for Kids**. (Case context/contextualizing problem)** _Anne & I went to the [MBAF program @ Columbia], where we were exposed to fascinating startup projects run by brilliant designers with creative backgrounds. Many of our friends had recently founded [Studio D.Vizyonsy], a game company creating engaging software for children around the world.

Take-Two’s acquisition of 2K Sports.

User 0: Welcome friends, here’s an update to Studio D.Vizyonsy. I am excited for you to get started with building a video game design studio that empowers kids around the world, as they explore their creative imaginations through interactive storytelling adventures. Anne’s passion for education and innovative games runs deep as you see this case brought forward. Please dive deeper and discuss the current challenges they might encounter on their adventure to success. Please remember the problem this page must help us address. ## The Problem Statement A common issue many companies face during their startups, even successful ones, is the ability to adapt and grow to accommodate evolving needs from their customers and their changing market. We are now focusing specifically on their current stage of rapid expansion. The primary concern of Study D.Vizyonsy is that it’s not attracting enough paying clients while its resources seem to be stretched out. With this new challenge, Anette and Sophiea must create a new game product that’s tailored specifically to target more high paying kids’ needs in a rapidly evolving global entertainment market and attract paying customers accordingly. As you continue reading their story, please bear in mind that they currently struggle on finding paying and loyal customers with no marketing plan.

Take-Two Interactive’s Grand Theft Auto franchise, marketing strategy, and financial success.

Lead-in: This scenario presents a common dilemma for fast-growing firms like Study DVizyonys – balancing resource constraint (which leads to difficulties finding paid subscribers)

“Revenue streams and cultural impact of Grand Theft Auto V.”

(Problem Statement): While our app’s free-forever model has allowed us to rapidly build user-friend

Lead in: This scenario presents a common dilemma for fast-growing companies like Study DVizyons: rapidly expanding, but having limited budget resources to continue adding new features for current users to keep them paying and for future expansion

## Problem Statement

“Madden Osei: The Business Behind Video Gaming’s Biggest Hits Anita Elber

My friend and cofounder David came over last night just when we started putting finishing touches on our latest update for the app. As usual, his first impression is not always correct. He glanced quickly and said: This guy must know his stuff and got all of us working together on what I’m telling you about him as an industry expert, this business man has had huge impacts over a wide gamut of gaming software, his portfolio covers everything in between the game creatives to the distribution channel of publishers, with the video games that he made available to every corner of the internet. He is currently the president of GameDevPro.com. If I can just do his methods and work like in his portfolio to do, just think, if my app and all apps like my app became more famous, you would feel like in Disney’s Frozen in our current user-friendly interface, in other words just making your experience so smooth, as our clients said so

Take-Two Interactive’s Acquisition of Creative Artists.

**Taking T2 on board:** Take Two Interactive Software’s journey

Anita Elberse: The Impact of Corporate Citizenship on Business Success

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