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Show Results For
- All HBS Web
(826)
- News (236)
- Research (383)
- Multimedia (8)
- Faculty Publications (160)
- September 2024
- Supplement
Wemade: (Re)Establishing Trust in Blockchain Games (B)
By: Jung Koo Kang, Charles CY Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
- 28 Sep 2012
- News
The economics of video games
- February 1995 (Revised July 1995)
- Case
Power Play (A): Nintendo in 8-bit Video Games
The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
- April 1995 (Revised July 1995)
- Case
Power Play (B): Sega in 16-bit Video Games
Home video-game systems were pioneered by the U.S. company Atari in the mid-1970s. After going through boom and bust in the early 1980s, the industry was resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video-game system, Nintendo... View Details
Brandenburger, Adam M. "Power Play (B): Sega in 16-bit Video Games." Harvard Business School Case 795-103, April 1995. (Revised July 1995.)
- May 2008
- Teaching Note
Urban Video Game Academy: Getting in the Game (TN)
Teaching Note for [807122]. View Details
- April 1995 (Revised July 1995)
- Case
Power Play (C): 3DO in 32-bit Video Games
The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about... View Details
Brandenburger, Adam M. "Power Play (C): 3DO in 32-bit Video Games." Harvard Business School Case 795-104, April 1995. (Revised July 1995.)
- May 2008
- Supplement
Hasbro Games -- POX (A) and (B), Supporting Video
By: Elie Ofek
The video contains advertisements and media related clips regarding the launch of Hasbro's POX handheld game. View Details
Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
- August 2021
- Supplement
The London 2012 Olympic Games Video Supplement
Gourville, John T. "The London 2012 Olympic Games Video Supplement." Harvard Business School Multimedia/Video Supplement 521-718, August 2021.
- February 2004 (Revised November 2004)
- Case
Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo
Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest... View Details
Keywords: Technology; Value Creation; Change Management; Marketing Strategy; Competitive Advantage; Video Game Industry
Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
- 10 Mar 2021
- News
Elevator Pitch: Game Time
Video Embed Animation by Drue Wagner and Troubadour Image + Sound Concept: Tilt Five is an entertainment system that uses augmented reality (AR) glasses, a game board, and a wand controller to engage players... View Details
- 28 Jul 2009
- News
Idea to split Coyotes home games draws criticism from observers
- 2007
- Other Unpublished Work
Effects of Inventory on Demand for Rentals in the Home Video Market
By: Ioannis Ioannou, Julie Mortimer and Richard Mortimer
Retailer inventory decisions can greatly influence observed demand for a product by affecting, among other things, product availability (stock-outs) and product visibility in the store. These inventory decisions are affected by numerous factors including vertical... View Details
- 16 Jan 2014
- News
Even Sony's Playstation Now Can't Kill Retro Video Games
- Jun 2004
- Conference Presentation
Marketing Sequels Of Creative Goods: The Case of Video Games
By: Anita Elberse and Marco Bertini
- July 2024
- Case
Google Stadia: Game On or Game Over?
By: Derek C. M. van Bever and Akshat Agrawal
This case explores Google leadership's decision to pursue its cloud gaming innovation, Google Stadia, following disappointing early uptake by premium videogamers, the segment of the market that Google had targeted. Google had invested substantial resources and time... View Details
Keywords: Technological Innovation; Product Development; Leadership; Segmentation; Corporate Entrepreneurship; Video Game Industry
van Bever, Derek C. M., and Akshat Agrawal. "Google Stadia: Game On or Game Over?" Harvard Business School Case 325-024, July 2024.
- April 1995 (Revised April 1995)
- Case
Home Shopping Network, Inc. (Abridged)
By: Timothy A. Luehrman
Home Shopping Network invented the video home shopping industry. It had immediate success in both the product and capital markets, which quickly drew imitators. This case describes the situation as of January 1986, when the company must decide how to sustain successes... View Details
Keywords: Capital Markets; Financing and Loans; Supply and Industry; Product; Strategy; Competition; Valuation; Telecommunications Industry
Luehrman, Timothy A. "Home Shopping Network, Inc. (Abridged)." Harvard Business School Case 295-135, April 1995. (Revised April 1995.)
- November 1984
- Supplement
Banc One Corp. and the Home Information Revolution: A Conversation, Video
Rosenbloom, Richard S. "Banc One Corp. and the Home Information Revolution: A Conversation, Video." Harvard Business School Video Supplement 885-502, November 1984.