Her har Strauss udtalt følgende:
If we create a robust opportunity and a robust world in which people can play delightfully in a bigger and bigger way that they will keep coming back and they will engage and if there is an opportunity to monetize that engagement.
Furthermore we've said that we aim to have recurrent consumer spending options for every title that we put out at this company.
It may not always be an online model. It may not, probably won't always be a virtual currency model, but there'll be some ability to engage on an ongoing basis with our titles after release across the board.
And that's a sea change in our business… It's been transformative for us and the only reason it's transformative for us is because it's transformative to our consumers. The business that once upon a time was a big chunky opportunity to engage for tens of hours or perhaps 100 hours has turned into ongoing engagement, day-after-day, week-after-week.
Take-Two er dog næppe de eneste som går og håber på at øge indtjeningen via ekstra betaling fra brugerne, også Electronic Arts har formået at skabe en ganske betydelig indtjening via eksempelvis deres "Ultimate Team" i FIFA, Madden og NBA - og mange andre udgivere vil uden tvivl følge trop med tiden.