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Bully cover

Bully

GameBy Rockstar New England · Released Oct 17, 2006

As a mischievous schoolboy, you’ll stand up to bullies, get picked on by teachers, play pranks, win or lose the girl, and ultimately learn to navigate the obstacles of the worst school around, Bullworth Academy - a corrupt and crumbling prep school with an uptight facade.

Connections

Each row is a game or company named alongside Bully, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Oct 17, 2006
Developers
Rockstar New England, Rockstar Vancouver
Genres
Adventure
Platforms
PlayStation 4, PC (Microsoft Windows), PlayStation 2

Game data from IGDB.com

Documents about Bully

Cover of My Visits to Rockstar Games
Article

My Visits to Rockstar Games

Rockstar Games has undergone a profound structural and cultural evolution, transitioning from a prolific, controversy-driven studio into a centralized powerhouse focused on singular, massive releases.

  • Rockstar Games has shifted from a highly prolific studio model, where multiple teams developed separate titles simultaneously, to a consolidated structure where the entire company focuses on a single major project at a time.
  • Between 2006 and 2008, Rockstar maintained a frequent release cadence, launching titles including 'Rockstar Games Presents Table Tennis,' 'Bully,' 'Grand Theft Auto: Vice City Stories,' 'Manhunt 2,' and 'Grand Theft Auto IV.'
  • During the mid-2000s, Rockstar actively cultivated a 'bad boy' reputation and frequently engaged in public controversy, such as the 2007 struggle to release 'Manhunt 2' after the ESRB initially assigned it an Adults-Only (AO) rating.
Game FileAug 2026
Cover of Grand Theft Auto VI Pre-Orders 'Vastly' Beat Expectations, Take-Two CEO Tells Me
21 min
Jason Schreier21 min

Grand Theft Auto VI Pre-Orders 'Vastly' Beat Expectations, Take-Two CEO Tells Me

Take-Two Interactive’s recent earnings call confirms that Grand Theft Auto VI remains on schedule for a November 19, 2026, release.

  • Grand Theft Auto VI is confirmed for release on November 19, 2026, with Take-Two Interactive maintaining this date despite industry-wide risks of delays.
  • Take-Two CEO Strauss Zelnick cautioned that high pre-order numbers may reflect 'demand pulled forward' rather than an increase in total lifetime sales, noting that the company lacks historical data to accurately forecast the demand curve for a launch of this magnitude.
  • Take-Two's fiscal year 2026 revenue reached $6.7 billion, with 78% ($5.2 billion) derived from recurrent consumer spending in live-service titles like GTA Online and NBA 2K, while only 22% ($1.4 billion) came from full game sales.
Jason SchreierAug 2026
Cover of Take-Two Interactive Investor Presentation: May 2026
Financial report35 pages

Take-Two Interactive Investor Presentation: May 2026

Take-Two Interactive maintains a dominant position in the global interactive entertainment market by leveraging a diversified portfolio of industry-leading intellectual property.

  • Take-Two Interactive is scheduled to launch Grand Theft Auto VI in November 2026, serving as the primary anchor for the company’s largest development pipeline in history.
  • The company reported $6.721 billion in net bookings for fiscal year 2026, supported by a portfolio that includes 13 franchises with over 5 million units sold each.
  • Mobile gaming currently accounts for 49% of total net bookings, with the company's broader mobile catalog exceeding 10 billion total downloads.
Take-Two InteractiveMay 2026
Cover of Investor Presentation: February 2026
Financial report35 pages

Investor Presentation: February 2026

Take-Two Interactive enters 2026 positioned for unprecedented growth, driven by a record development pipeline and the strategic integration of its mobile and console divisions.

  • Take-Two Interactive has scheduled the release of Grand Theft Auto VI for November 19, 2026, as the primary driver for the company's projected growth.
  • Mobile gaming now accounts for 51% of the company's $5.6 billion in net bookings for fiscal year 2025, following the strategic integration of Zynga.
  • The total addressable market for the gaming industry is expected to reach $199 billion by the end of 2026, supported by a 4% compound annual growth rate in mobile and an install base of 138 million current-generation consoles.
Take-Two InteractiveFeb 2026
Article

How Many Games Were Released in 2025?

Steam saw roughly 20,000 game releases in 2025, a record, though the exact count varies by tracker: GameDiscoverCo reports 20,558, Gamalytic 20,353, VGInsights 20,282, and SteamDB 20,008.

  • Between 20,008 and 20,558 games were released in 2025, depending on the tracking platform. VGInsights reported 20,282 games, while SteamDB reported 20,008.
  • The 11% increase in game releases in 2025 represents the third-lowest percentage increase since Steam Direct began, suggesting a potential shift towards 'concave-down growth' where the rate of new releases is increasing but at a decreasing pace.
  • The growth in game releases in 2023 and 2024 may have been fueled by significant investment in the early 2020s, with games taking 3-4 years to develop. The slowdown in 2025 could indicate the end of this 'free money' period.
How To Market A GameJan 2026
Cover of Investor Presentation: November 2025
Financial report35 pages

Investor Presentation: November 2025

Take-Two Interactive's November 2025 investor presentation makes the case that the company is a scaled, multi-platform interactive entertainment leader with durable franchises, an experienced management team (each member with 18 to 21 years of tenure), and a clear path to higher profitability.

  • Take-Two Interactive has scheduled the launch of Grand Theft Auto VI for November 19, 2026, supported by a record development workforce of over 10,000 employees.
  • Mobile gaming now accounts for 51% of the company's $5.6 billion in annual net bookings, following the integration of Zynga and a strategic shift toward a mobile-first revenue model.
  • The company maintains a strong competitive position with 13 franchises that have each sold over five million units, led by Grand Theft Auto V at 220 million units and Red Dead Redemption 2 at 79 million units.
Take-Two InteractiveNov 2025
Cover of Take-Two Interactive Investor Presentation: August 2025
Financial report35 pages

Take-Two Interactive Investor Presentation: August 2025

Take-Two Interactive occupies a dominant position in the global interactive entertainment market, underpinned by a diversified portfolio of thirteen major intellectual properties and a strategic focus on long-term engagement.

  • Take-Two Interactive is prioritizing the May 2026 release of Grand Theft Auto VI as the cornerstone of a development pipeline extending through fiscal year 2028.
  • Mobile gaming is now the company's primary revenue driver, accounting for 51% of the $5.648 billion in total net bookings reported for fiscal year 2025.
  • The company's revenue distribution is split between mobile (51%), console (38%), and PC (11%), reflecting a strategic shift toward hybrid-casual mobile titles following the integration of Zynga.
Take-Two InteractiveAug 2025
Cover of Steam's New Store Interface: What You Should Know
Article

Steam's New Store Interface: What You Should Know

The July 2025 analysis of Steam’s store interface redesign highlights a strategic shift toward increased personalization and streamlined navigation.

  • Steam’s July 2025 interface redesign prioritizes personalized browsing by replacing the traditional sidebar with dynamic menus focused on top-sellers, discounts, and events.
  • The update introduces a dedicated 'Hardware' section for the Steam Deck and a 'Ways to Play' tab that categorizes games by accessibility, controller support, and co-op features.
  • Despite improved discovery tools, developers must still generate significant pre-launch momentum to achieve platform visibility, as the interface changes primarily amplify existing interest rather than creating it.
GameDiscoverCoJul 2025
Cover of Take-Two Interactive Investor Presentation: May 2025
Financial report35 pages

Take-Two Interactive Investor Presentation: May 2025

Take-Two Interactive occupies a dominant position in the global interactive entertainment market, underpinned by a diversified portfolio of thirteen major franchises that have each surpassed five million units in lifetime sales.

  • Take-Two Interactive generated $5.6 billion in net bookings for fiscal year 2025, supported by a portfolio of thirteen franchises that have each exceeded five million units in lifetime sales.
  • Mobile gaming has become the company's primary revenue driver, accounting for 51% of total net bookings.
  • The company is targeting sustained growth through fiscal year 2028, anchored by a development pipeline that includes Grand Theft Auto VI, Borderlands 4, and Mafia: The Old Country.
Take-Two InteractiveMay 2025
Cover of 2023 Serbian Gaming Industry Report
Report73 pages

2023 Serbian Gaming Industry Report

The report demonstrates that Serbia’s gaming sector has experienced a dramatic expansion in 2023, with the workforce more than doubling from roughly 1,700 to over 4,300 employees.

  • Serbia’s gaming workforce grew significantly in 2023, more than doubling from approximately 1,700 to over 4,300 employees.
  • Industry revenue reached €175 million in 2023, a 17% year-on-year increase driven primarily by mobile titles and original intellectual property.
  • Mobile gaming dominates the market with a 60% share on Android, while large studios with 40+ staff capture the majority of industry profits.
SGAApr 2024
Cover of More Than Just a Combo of Slaps? Representations and Experiences of LGBT Gamers On and Beyond the Screen
Whitepaper1 page

More Than Just a Combo of Slaps? Representations and Experiences of LGBT Gamers On and Beyond the Screen

Ben Light's paper examines how lesbian, gay, bisexual, and trans (LGBT) themes and characters appear in digital games, and how LGBT gamers experience gaming spaces both on and beyond the screen.

  • Ben Light's paper addresses a gap in game studies: the sexuality of players has received far less scholarly attention than gender, and LGBT themes in games are examined through how they are engaged with by players and developers.
  • The paper identifies three distinct modes of LGBT content engagement: socially exclusive (e.g., profile banning on the Xbox Live community), socially inclusive (e.g., the possibility of same-sex marriage in Temple of Elemental Evil), and instrumental (e.g., sexualized lesbian characters in Fear Effect 2 aimed at male players).
  • LGBT-identifying characters appear in both peripheral and integral roles, sometimes in unexpected titles, and many of their sexual identities are inferred or labelled by players and developers, leaving their status contested.
DiGRAJan 2009