1 / 7

Take Two Interactive (TTWO)

Take Two Interactive (TTWO). Group 12. Agenda. SWOT Analysis Strategic Objective Recommendations Risks & Assumptions Implementation Rejected Strategies Wrap-up. Strengths: Rights to Grand Theft Auto, the largest video game franchise in the world

Télécharger la présentation

Take Two Interactive (TTWO)

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Take Two Interactive (TTWO) Group 12

  2. Agenda • SWOT Analysis • Strategic Objective • Recommendations • Risks & Assumptions • Implementation • Rejected Strategies • Wrap-up

  3. Strengths: Rights to Grand Theft Auto, the largest video game franchise in the world Pure play competitor in interactive entertainment software games Strong crossover of brands into other entertainment industries Weaknesses: Overly dependent on the success of GTA Opportunities: Changes in the console market Price cuts by Summer 2004 Sony’s PSP launch Overall growth in the software market Threats: More software developers plan to compete in the mature market Lessened demand for M-rated games SWOT Analysis

  4. Recommendations • Growth Strategies: • Diversification: • Lessen dependence on GTA, Max Payne franchises • Development of new, non M-rated franchises • Reduce business risk • Strategic Alliances: • Increasing cross-over with music, movies, cartoons • Generate significant revenue and publicity • High barriers to entry in entertainment business • Partners share specialized knowledge of their individual businesses

  5. Strategic Alliances • Movies: • 67% of customers more likely to buy/rent games with tie-ins to movies • 50% of all Americans age six and older play video games • Growing trend: • Tomb Raider, Final Fantasy, Lord of the Rings, Resident Evil • Music: • Video games appeal to a target demographic of 18-35 year olds • Same audience that buys CDs and listen to MP3s • Steven Spielberg: music and sound represent 50% of the value of his films

  6. Strategic Alliances - cont’d • Cartoons: • Agreement with Cartoon Networks to acquire first-look rights to develop and publish video games for all new Cartoon Network branded properties • Appeal to Cartoon Network’s core 6-11 year old audience • Merchandising: • Action figures, t-shirts, toys • Ties in neatly with cartoon-related franchises

  7. Questions?

More Related