
Take-Two Interactive Software, Inc.
Public video game publisher that owns Rockstar Games, 2K, and Zynga and publishes major console, PC, and mobile franchises.
Company Type
public
Founded
1993
Headquarters
New York, New York, USA
Stock
NASDAQ: TTWO
Primary Market
Global
Take-Two Interactive Software, Inc. Timeline
About Take-Two Interactive Software, Inc.
What does Take-Two own?
Take-Two owns Rockstar Games, 2K, Zynga, and their internal studios and properties, subject to individual licensing arrangements. Major franchises include Grand Theft Auto, Red Dead Redemption, NBA 2K, Borderlands, and Civilization.
Is Take-Two publicly traded?
Yes. Take-Two common stock trades on Nasdaq under TTWO. Rockstar Games is not separately listed.
Who founded Take-Two?
Ryan Brant founded Take-Two in 1993. Current chief executive Strauss Zelnick led the investor-backed board change in 2007.
Where is Take-Two headquartered?
Take-Two is headquartered in New York, New York, USA. Its studios operate in North America, Europe, Australia, and other regions.
How many brands does Take-Two own?
The company owns three principal publishing labels and many studios and franchises. It does not publish one fixed brand count because games, studios, and labels are counted differently.
Who owns Take-Two?
Public shareholders own Take-Two. No larger parent company or founder-controlled voting class controls it.
When did Take-Two acquire Zynga?
The transaction closed in May 2022. Take-Two described the deal at announcement as having an enterprise value of approximately $12.7 billion.
History of Take-Two Interactive Software, Inc.
Ryan Brant founded Take-Two in 1993. The company initially published and acquired smaller game businesses during a period when CD-ROM distribution and more powerful personal computers were expanding the market. Take-Two completed an initial public offering in 1997.
In 1998, Take-Two acquired BMG Interactive from Bertelsmann for cash and stock. BMG's assets included rights connected with Grand Theft Auto. Sam and Dan Houser, Terry Donovan, Jamie King, and Gary Foreman formed Rockstar Games as a Take-Two publishing label that year. Rockstar built Grand Theft Auto into the parent's most important franchise.
Take-Two expanded through studio and intellectual-property purchases, but rapid growth was accompanied by accounting and governance problems. Founder Ryan Brant left executive management and later resolved criminal and civil cases related to stock-option backdating. The company restated financial results and changed leadership.
An investor group led by ZelnickMedia won board control in 2007. Strauss Zelnick became executive chair and later chief executive. The new leadership reduced parts of the portfolio and concentrated investment on fewer owned franchises.
Take-Two formed 2K from acquired publishing and studio assets. The label developed sports, strategy, shooter, and role-playing properties. BioShock, Borderlands, Civilization, Mafia, and NBA 2K became important series. Annual NBA 2K releases and virtual currency added recurring revenue between major Rockstar launches.
Grand Theft Auto V launched in 2013 and became one of the highest-selling premium games in industry history. Grand Theft Auto Online extended its commercial life through updates and virtual currency. Rockstar released Red Dead Redemption 2 in 2018, another major seller with a long catalog tail.
Take-Two bought mobile developer Social Point in 2017 for an initial $250 million, with potential earn-out payments. It acquired Playdots in 2020 for $192 million, then closed that studio in 2022 as mobile priorities changed.
The company agreed to buy Codemasters in 2020, but Electronic Arts made a higher offer and completed that transaction. Take-Two did not gain control of Codemasters. The episode illustrates that announced negotiations should not be recorded as completed ownership.
In January 2022, Take-Two agreed to acquire Zynga. The cash-and-stock transaction closed in May at an enterprise value of approximately $12.7 billion. Zynga added a large mobile portfolio, advertising operations, studios, and customer-acquisition systems. It also increased debt, share issuance, amortization, and integration demands.
Take-Two sold Private Division to an undisclosed buyer in 2024, retaining certain rights and obligations as described in its filings. The divestiture followed project cancellations and cost reductions. It narrowed the publishing structure around Rockstar, 2K, and Zynga.
The company has spent years developing Grand Theft Auto VI. Rockstar announced the title and has revised its release timetable. Because launch timing can change, current dates should be taken from Rockstar and Take-Two announcements rather than old forecasts. The size of the franchise makes any delay material to annual bookings expectations.
Take-Two Interactive Software, Inc. Sustainability & Ethics
Take-Two publishes corporate responsibility information covering workforce, governance, privacy, and environmental matters. Its direct footprint includes offices, studios, data centers, cloud services, business travel, and physical game production. Suppliers and platform infrastructure contribute additional impacts.
Workforce conditions are material because game development can involve long schedules near release. Take-Two states that it monitors employee programs and engagement. Specific labor claims should be assessed through documented reports and company responses rather than assumptions about all studios.
In-game purchases require clear pricing and parental controls. Sports titles and mobile games can be accessible to younger players, making virtual currency, randomized rewards, advertising, and data practices subjects of regulatory attention.
Controversy, Regulation & Public Scrutiny
Grand Theft Auto has faced long-running criticism over violence and adult content. Ratings bodies classify the games, and retailers and platforms apply age controls. Those debates did not transfer ownership or produce a general ban on the franchise.
Take-Two has used legal action to protect intellectual property and has challenged some mods, reverse-engineering projects, and cheat tools. Outcomes vary by case. The company also suffered a major leak of Grand Theft Auto VI development material in 2022. Rockstar confirmed unauthorized access and continued development.
The company implemented cost reductions and canceled projects after the Zynga acquisition and during later portfolio reviews. Private Division was sold in 2024. These actions reduced spending but affected employees and developers. Take-Two records restructuring charges and updates material plans through public filings, which are more reliable than studio closure rumors.
Brands Owned by Take-Two Interactive Software, Inc.
Take-Two Interactive Software, Inc. owns 2 brands in our database. Explore the ownership tree below — click categories to expand and see individual brands.
Take-Two Interactive Software, Inc.
public · Founded 1993 · New York, New York, USA
2
brands
Shop Take-Two Interactive Software, Inc. Brands
Disclosure: We may earn commission from purchasesStock Information
Frequently Asked Questions About Take-Two Interactive Software, Inc.
What does Take-Two own?
Take-Two owns Rockstar Games, 2K, Zynga, and their internal studios and properties, subject to individual licensing arrangements. Major franchises include Grand Theft Auto, Red Dead Redemption, NBA 2K, Borderlands, and Civilization.
Is Take-Two publicly traded?
Yes. Take-Two common stock trades on Nasdaq under TTWO. Rockstar Games is not separately listed.
Who founded Take-Two?
Ryan Brant founded Take-Two in 1993. Current chief executive Strauss Zelnick led the investor-backed board change in 2007.
Where is Take-Two headquartered?
Take-Two is headquartered in New York, New York, USA. Its studios operate in North America, Europe, Australia, and other regions.
How many brands does Take-Two own?
The company owns three principal publishing labels and many studios and franchises. It does not publish one fixed brand count because games, studios, and labels are counted differently.
Who owns Take-Two?
Public shareholders own Take-Two. No larger parent company or founder-controlled voting class controls it.
When did Take-Two acquire Zynga?
The transaction closed in May 2022. Take-Two described the deal at announcement as having an enterprise value of approximately $12.7 billion.








