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