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Take-Two Interactive Software, Inc. (sometimes shortened to Take 2 Interactive or T2) is an American video game holding company based in New York City co-founded by Ryan Brant and Mark E. Seremet in September 1993.
The analysis highlights History and Companies as prominent areas in the source structure around Take-Two Interactive.
Source areas are shown by the number of related topics found in each part of the analysis. Use smaller areas too: they can reveal specialized angles and content gaps.
Smaller areas are not necessarily less important. They contain fewer connections in this analysis and can be useful for finding specialized angles or coverage gaps.
High-confidence facts extracted from structured source data. Use them as anchors for further research.
Browse the complete topic structure, not only the most central items. Less prominent entities and concepts can reveal missing angles, specialized context and useful research gaps. Each item opens a new analysis centered on that subject.
Deeper signals for content research, entity SEO and topical coverage. The plain-language headings explain what each technical view is useful for.
The extracted context around Take-Two Interactive shows recurring relationship patterns in the source. For example, Take-Two Interactive → Acclaim Entertainment, Alternative Reality Technologies, American Red Cross, Amiga, An, As Brant, August, BloodNet, Brant, Burgess Meredith, By July, By June, Catherine Winchester, CEO, Chang, Chestnut Ridge Chapter, Christopher Walken, Cyberpunk Thriller, Delaware General Corporation Law, Dennis Hopper Another extracted example is Take-Two Interactive → BioShock series, Borderlands series, Civilization series, Grand Theft Auto series, Mafia series, Max Payne series, Midnight Club series, NBA 2K series, PGA Tour 2K series, Red Dead series, WWE 2K series, XCOM series. Use these groups to spot repeated connection types before inspecting the individual relationships.
Use these terms to understand the vocabulary surrounding the topic, not as a checklist for keyword stuffing.
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TTTA extracted 127 structured relationships around Take-Two Interactive. Examples in this analysis include Take-Two Interactive → Area served → Worldwide and Take-Two Interactive → Founded → September 30, 1993; 32 years ago (1993-09-30). The table shows each extracted connection, where it came from and its confidence.
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| Take-Two Interactive | Area served | Worldwide | 1.00 | infobox |
| Take-Two Interactive | Founded | September 30, 1993; 32 years ago (1993-09-30) | 1.00 | infobox |
| Take-Two Interactive | Founder | Ryan Brant Mark E. Seremet | 1.00 | infobox |
| Take-Two Interactive | Headquarters | New York City, US | 1.00 | infobox |
| Take-Two Interactive | Industry | Video games | 1.00 | infobox |
| Take-Two Interactive | Key people | Strauss Zelnick | 1.00 | infobox |
| Take-Two Interactive | Key people | (chairman and CEO) | 1.00 | infobox |
| Take-Two Interactive | Key people | Karl Slatoff (president) | 1.00 | infobox |
| Take-Two Interactive | Key people | Lainie Goldstein (CFO) | 1.00 | infobox |
| Take-Two Interactive | Net income | US$−298 million (2026) | 1.00 | infobox |
| Take-Two Interactive | Number of employees | 12,909 (2026) | 1.00 | infobox |
| Take-Two Interactive | Operating income | US$−104 million (2026) | 1.00 | infobox |
| Take-Two Interactive | Predecessor | Paragon Software | 1.00 | infobox |
| Take-Two Interactive | Products | BioShock series | 1.00 | infobox |
| Take-Two Interactive | Products | Borderlands series | 1.00 | infobox |
| Take-Two Interactive | Products | Civilization series | 1.00 | infobox |
| Take-Two Interactive | Products | Grand Theft Auto series | 1.00 | infobox |
| Take-Two Interactive | Products | Mafia series | 1.00 | infobox |
| Take-Two Interactive | Products | Max Payne series | 1.00 | infobox |
| Take-Two Interactive | Products | Midnight Club series | 1.00 | infobox |
| Take-Two Interactive | Products | NBA 2K series | 1.00 | infobox |
| Take-Two Interactive | Products | PGA Tour 2K series | 1.00 | infobox |
| Take-Two Interactive | Products | Red Dead series | 1.00 | infobox |
| Take-Two Interactive | Products | WWE 2K series | 1.00 | infobox |
| Take-Two Interactive | Products | XCOM series | 1.00 | infobox |
| Take-Two Interactive | Revenue | US$6.66 billion (2026) | 1.00 | infobox |
| Take-Two Interactive | Subsidiaries | 2K | 1.00 | infobox |
| Take-Two Interactive | Subsidiaries | Ghost Story Games | 1.00 | infobox |
| Take-Two Interactive | Subsidiaries | NBA Take-Two Media (50%) | 1.00 | infobox |
| Take-Two Interactive | Subsidiaries | Rockstar Games | 1.00 | infobox |
The concept neighborhoods around Take-Two Interactive bring nearby vocabulary together. In this analysis, examples include Games, Software and Video. Use the clusters to find adjacent concepts and terminology that may deserve separate research.
For Take-Two Interactive, one of the stronger structural bridges in this analysis connects Take-Two Interactive with History. Bridges highlight paths between different parts of the map and can reveal research angles that are easy to miss in a flat list.
TTTA analyzes the structure around Take-Two Interactive to surface related topics, entities, relationships, concept neighborhoods and bridge connections. Use the map to explore areas such as History & Companies, including less central topics that may reveal useful research gaps. Automatically extracted connections are research leads rather than rewritten encyclopedia content.
Source: Wikipedia — Take-Two Interactive · EN edition · Analysis: TopicsToTalkAbout