2K
An American video game publisher operating Take-Two Interactive’s 2K label and a portfolio of major sports, strategy, action, role-playing and entertainment franchises.
Last updated October 27, 2026
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Overview
2K is an American video game publisher and a wholly owned publishing label of Take-Two Interactive. It was established in January 2005 after Take-Two acquired Visual Concepts, Kush Games and the intellectual property associated with the 2K sports series from Sega. The new publishing organization brought together the 2K Games and 2K Sports labels and assumed responsibility for a number of titles that had previously been handled by Take-Two’s Global Star Software business. The company’s initial identity was strongly associated with sports simulation. Visual Concepts had developed the NBA 2K, NHL 2K and MLB 2K series, and the creation of 2K formalized Take-Two’s control of those properties. Over time, however, the label expanded into a broad portfolio of premium interactive entertainment. Its principal franchises include NBA 2K, BioShock, Borderlands, Mafia, Sid Meier’s Civilization, XCOM, WWE 2K, PGA Tour 2K and TopSpin. These properties span annual sports releases, narrative action games, role-playing and looter-shooter experiences, turn-based strategy, wrestling entertainment and tennis simulation. 2K was originally based in New York City. Damage to some New York offices during a major fire in January 2006 preceded a relocation to Novato, California, in 2007, alongside Visual Concepts. In September of that year, Take-Two added 2K Play as a third label focused on casual and family-oriented games. 2K Play absorbed the assets of Global Star Software, including Cat Daddy Games, Carnival Games and licensed projects such as games based on Nickelodeon programming and Deal or No Deal. The label’s operating model combines internal development studios with external publishing, marketing, distribution and community-management functions. Its studio network has included Visual Concepts, Firaxis Games, Hangar 13, Cloud Chamber, 31st Union, HB Studios, Cat Daddy Games, 2K Valencia, 2K Madrid, 2K Chengdu, 2K Vegas and 2K Sports Lab. In 2024, Take-Two’s acquisition of The Gearbox Entertainment Company brought Gearbox Software and related Canadian studios into the 2K organization. The portfolio has also been reshaped by studio closures, mergers and rebranding, including the integration of 2K Czech into Hangar 13 and the closure of several overseas and specialist locations. Leadership changed in 2017 when Christoph Hartmann resigned as president after a long tenure within Take-Two. David Ismailer, previously 2K’s chief operating officer, became president, and Phil Dixon joined as chief operating officer later that year. Beyond publishing games, 2K operates a motion-capture facility in Petaluma, California, supporting production work for its development groups. The brand has used franchise-centered marketing, sports partnerships, influencer activity, enthusiast media and data-led campaigns to build anticipation around launches. Its 2018 “Everyone’s On” campaign for NBA 2K19 used live and aggregated game data in outdoor, digital and social creative. In 2018, 2K also launched 2K Foundations, a social-impact initiative focused on youth engagement and improvements to community spaces, including basketball courts. The program has involved NBA and WNBA players and has supported court refurbishments in communities across multiple continents. 2K remains an active global publisher within Take-Two’s portfolio. Its business is built around recognizable intellectual property, recurring sports releases, premium console and PC games, downloadable content and live-service features. The company’s 2022 proprietary PC launcher attracted criticism for compatibility and performance issues, leading 2K to phase it out and remove it from Steam and Epic Games Store titles in November 2024.
History
2K was created by Take-Two Interactive in January 2005 as a dedicated publishing organization built around the 2K Games and 2K Sports labels. The move followed Take-Two’s January 24 acquisition of Visual Concepts, Kush Games and the intellectual property connected with the 2K sports franchise from Sega. Visual Concepts had developed the NBA 2K, NHL 2K and MLB 2K series, which had previously been marketed through Sega Sports. The following day, Take-Two formed the 2K Publishing label and transferred selected titles from Global Star Software and other parts of its business. The early company was centered in New York City, although some offices were damaged by a five-alarm fire in January 2006. In June 2007, 2K and Visual Concepts relocated to Novato, California. The move established the company in the Bay Area and placed it near Take-Two’s wider development infrastructure. In September 2007, Take-Two added 2K Play, a label intended for casual and family-oriented software. It absorbed Global Star Software’s assets, including Cat Daddy Games, Carnival Games and various licensed properties. A partnership with Nickelodeon expanded the label’s presence in children’s and family entertainment. During the following years, 2K broadened beyond sports. BioShock became a major narrative and immersive-simulation property, while Borderlands established a commercially important action role-playing and looter-shooter line. Firaxis Games anchored the strategy portfolio through Civilization and XCOM, and Mafia added open-world crime drama. The company also developed or published licensed and sports properties including WWE 2K, PGA Tour 2K and TopSpin. The publishing portfolio was supported by a growing collection of internal studios and specialist production teams. Take-Two and 2K repeatedly reorganized that studio network. Visual Concepts remained central to sports development. Firaxis became part of the group in 2005, while 2K Czech was acquired in 2008 and later merged into Hangar 13. Newer organizations included Cloud Chamber, founded in 2019 to work on the BioShock series, and 31st Union, established as 2K Silicon Valley before adopting its later name. Take-Two also expanded 2K’s international development footprint through operations in China, Spain, Canada and other markets. Some studios, including 2K Australia, 2K China, 2K Hangzhou, 2K Marin and 2K Los Angeles, were subsequently closed. Leadership changed in 2017. Christoph Hartmann resigned as president after nearly two decades with Take-Two, and David Ismailer, then 2K’s chief operating officer, was appointed president. Phil Dixon joined as chief operating officer in November 2017. The company also formalized a social-impact dimension in September 2018 through 2K Foundations, which works with athletes and community partners on youth programs and improvements to underserved recreational spaces. In 2021, 2K expanded its Spanish development presence through 2K Madrid and the acquisition of Elite3D, subsequently operated as 2K Valencia. HB Studios, known for sports-development work, was also acquired in 2021. In 2023, 2K created 2K Sports Lab in Vancouver. Take-Two’s 2024 acquisition of Gearbox added Gearbox Software, Gearbox Studio Montreal and Gearbox Studio Québec to the 2K organization, strengthening the company’s position in action and role-playing publishing. 2K experimented with a proprietary PC launcher released in 2022 alongside updates to BioShock-related software. Players criticized the launcher for Linux and Steam Deck compatibility problems and for perceived performance effects in games such as Marvel’s Midnight Suns. The company subsequently removed the launcher from individual products and ultimately eliminated it from its Steam and Epic Games Store catalogues in November 2024. Today, 2K operates as Take-Two’s broad multi-genre publishing label, combining recurring sports franchises with long-running action, strategy, narrative and licensed entertainment brands.
- 2024
Gearbox joins the 2K organization
[1]Take-Two’s acquisition of Gearbox brings Gearbox Software and related Canadian studios into 2K.
- 2024
PC launcher discontinued
[1]2K removes the launcher from its Steam and Epic Games Store titles after a phase-out prompted by player criticism.
- 2022
Proprietary PC launcher released
[1]2K introduces a PC launcher connected with its game ecosystem and downloadable-content access.
- 2021
Expansion in Spain and sports development
[1]2K establishes 2K Madrid, acquires Elite3D for 2K Valencia and acquires HB Studios.
- 2018
2K Foundations launches
[1]2K introduces a social-impact program focused on youth engagement and community facilities.
- 2017
Leadership transition
[1]David Ismailer becomes president after Christoph Hartmann’s resignation; Phil Dixon joins as chief operating officer later in the year.
- 2013
2K obtains WWE publishing rights
[1]2K secures the rights to publish WWE video games, leading to the WWE 2K publishing line.
- 2007
Relocation to Novato and launch of 2K Play
[1]The company relocates from New York City to Novato, California, and adds 2K Play for casual and family-oriented publishing.
- 2005
2K is established
[1]Take-Two Interactive creates 2K Publishing with the 2K Games and 2K Sports labels after acquiring Visual Concepts, Kush Games and the 2K sports intellectual property.
Products and positioning
A global, franchise-led publisher of premium interactive entertainment, with particular strength in sports simulation and established action, strategy and entertainment properties.
Sports simulation · 2005
NBA 2K
2K’s flagship basketball simulation franchise, developed principally by Visual Concepts. It models professional basketball competition through licensed teams, players, seasonal releases and multiple play modes, including career, franchise and online experiences. NBA 2K has been central to the company’s identity since the creation of the 2K label and is supported by extensive athlete, league and cultural marketing.
Narrative action and immersive simulation · 2007
BioShock
A critically recognized narrative-focused franchise known for atmospheric worlds, philosophical themes, first-person exploration and combat. The series became one of 2K’s principal premium properties after its 2007 publishing debut and helped establish the label beyond sports. Its portfolio importance also led 2K to create Cloud Chamber as a dedicated development organization.
Action role-playing and looter shooter · 2009
Borderlands
A cooperative action role-playing series built around first-person shooting, comic-book-inspired presentation, extensive weapon variety, character abilities and loot progression. Published by 2K, the franchise has developed into one of the label’s most recognizable entertainment properties and supports console, PC and related media activity.
Turn-based strategy · 2005
Sid Meier’s Civilization
A long-running strategy franchise associated with Firaxis Games and published by 2K. Players guide civilizations across technological, cultural, diplomatic and military development over historical eras. Its turn-based structure, broad customization and substantial downloadable-content ecosystem make it a cornerstone of 2K’s PC and strategy portfolio.
Professional wrestling simulation · 2013
WWE 2K
A licensed wrestling simulation line that 2K began publishing after obtaining WWE video-game rights in 2013. The series combines exhibition wrestling, career and story-driven modes with rosters drawn from WWE programming and recurring annual releases.
Golf simulation · 2018
PGA Tour 2K
A golf simulation franchise associated with HB Studios and 2K. It offers licensed or modeled courses, professional golfers, career progression and competitive online play, extending 2K’s sports portfolio beyond basketball and wrestling.
Tennis simulation · 2005
TopSpin
A tennis simulation franchise published by 2K in its earlier 2K Sports period and returned to the portfolio in 2024. The line focuses on professional tennis presentation, player control, tournament competition and career progression.
Baseball simulation · 2005
MLB 2K
A baseball simulation series inherited through Visual Concepts and the formation of 2K Sports. It was part of the label’s early annual sports portfolio before the series ended in the 2010s.
Controversies
2020
2K promises a fix for NBA 2K21 ad placement
In October 2020, 2K addressed criticism over ad placement in NBA 2K21, stating that the placement affected players' experience in a way the company did not intend. 2K promised to fix the placement in future episodes of 2KTV. The statement followed reports that unskippable in-game ads had been added to the full-price game a month after release.
2019
2K apologizes after hacked accounts post racist content
In a controversy involving 2K, the company's social media accounts were hacked and used to publish racist and other offensive posts. 2K stated that the accounts had been compromised, condemned the posts, and apologized to people who were offended by the content. The incident was reported as a hack of the company's social media accounts that led to the offensive posts, and 2K's response centered on acknowledging the compromise, denouncing the material, and issuing an apology.
Marketing campaigns
- 2018Everyone’s On
United States
The NBA 2K19 campaign used game and basketball data to create context-sensitive outdoor, digital, video and social messages. Creative highlighted the scale and cultural reach of the basketball community rather than relying only on conventional product demonstrations.
- 20182K Foundations
Global
A social-impact initiative supporting underserved communities through youth-engagement projects and improvements to recreational spaces, including basketball-court refurbishments undertaken with NBA and WNBA participants.
- 2009NBA 2K9 “Guys and PlayStation”
United States
A creative advertising execution for NBA 2K9 by 72andSunny depicted a group of friends and the social events surrounding play, positioning the game as a shared entertainment experience.
Brand decisions
2022
Launch a proprietary PC game launcherOtherBackground
2K introduced a launcher intended to support PC users and access to additional game content.
Action taken
The launcher was deployed with selected PC titles and later rolled back after players reported compatibility and performance concerns.
Aftermath
2K phased out the software, removed it from selected games and eliminated it from Steam and Epic Games Store titles in November 2024.
2007
Create 2K PlayStrategyBackground
Take-Two wanted a dedicated label for casual, family-oriented and licensed entertainment software.
Action taken
2K Play was launched and absorbed Global Star Software’s assets, including Cat Daddy Games and selected licensed properties.
Aftermath
The 2K portfolio expanded beyond premium sports and core-gamer releases into casual and family markets.
2005
Acquire Visual Concepts and establish 2K PublishingM&ABackground
Take-Two sought direct control of the developers and intellectual property behind the 2K sports games previously associated with Sega Sports.
Action taken
Take-Two acquired Visual Concepts, Kush Games and the 2K series rights, then created the 2K Games and 2K Sports publishing structure.
Aftermath
The transaction formed the foundation of 2K as a dedicated Take-Two label and expanded Take-Two’s sports publishing capabilities.
Recent events
- 2024
2K begins phasing out its PC game launcher[1]
Other
Following criticism regarding compatibility and performance, 2K removed its launcher from games distributed through Steam and Epic Games Store on November 18, 2024.
- 2018
2K establishes 2K Foundations social-impact program[1]
Campaign · Other
The initiative was created to support community and youth-engagement projects, including the refurbishment of basketball courts and community spaces.
- 2017
David Ismailer becomes 2K president[1]
Leadership change
David Ismailer succeeded Christoph Hartmann as president after previously serving as the label’s chief operating officer.
Sources17 sources
- 12K (company)en.wikipedia.org
- 2NBA 2K launches data-driven campaignthedrum.com
- 32K global communicationsnewsroom.2k.com
- 42K Sports advertising and campaignscampaignlive.co.uk
- 52K apologizes after hacked accounts post racist contenteurogamer.net
- 62K apologizes after hacked accounts post racist contentign.com
- 72K promises a fix for NBA 2K21 ad placementeurogamer.net
- 8《NBA 2K27》不再推出Switch1版本!首创男女球员同场竞技163.com
- 92K Acquires Art Studio Elite3Dvgchartz.com
- 102K acquires HookBang games businessgamesindustry.biz
- 112K Acquires PGA Tour 2K21 Developer, Signs Long-Term Deal With Tiger Woodscomicbook.com
- 122K acquires PGA Tour 2K21 studio, signs Tiger Woodsgamesindustry.biz
- 132K Announces Acquisition of elite3d - Capsule Computerscapsulecomputers.com.au
- 142K responds to NBA’s unskippable ads controversy - KitGurukitguru.net
- 15PGA Tour 2K21 Launches on August 21 for Stadia, Switch, PC, PS4, and Xbox One - Capsule Computerscapsulecomputers.com.au
- 16WWE Announces Sponsors For Summerslam: DraftKings, Victoria, Pure Life, More | 411MANIA | Wrestling News, WWE & AEW Results411mania.com
- 17WWE Supercard Update Celebrates 25th Anniversary of Stone Cold Steve Austin | 411MANIA | Wrestling News, WWE & AEW Results411mania.com
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