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All HBS Web
(371)
- Faculty Publications (64)
- January 2020
- Case
Ninja: Which Platform Wins Esports' Biggest Star?
By: Anita Elberse and Michal T. Leszczynski
It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...
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Keywords:
Esports;
Platforms;
Superstar;
Games, Gaming, and Gambling;
Internet and the Web;
Personal Development and Career;
Decision Making;
Digital Platforms;
Video Game Industry;
Video Game Industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- October 2019 (Revised October 2019)
- Case
Epic Games
By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive...
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Keywords:
Industry Analysis;
Video Games;
Platforms;
Comparative Advantage;
Growth Strategy;
Innovation Focused Strategy;
Pricing Strategy;
Strategy;
Competition;
Growth and Development Strategy;
Innovation Strategy;
Games, Gaming, and Gambling;
Digital Platforms;
Technology Industry
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- June 2019 (Revised September 2019)
- Case
Parrot: Navigating the Nascent Drone Industry
By: Rory M. McDonald, Emilie Billaud and Vincent Dessain
In 2018, Henri Seydoux, CEO and Founder of Parrot, believed that his company was at an inflection point in its history. Parrot had been a European leader in consumer electronics since the 1990s, first developing Bluetooth kits for cars before moving on to electronic...
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Keywords:
Forecasting and Prediction;
Disruption;
Entrepreneurship;
Corporate Strategy;
Technological Innovation;
Leading Change;
Competitive Advantage;
Information Technology;
Competitive Strategy;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Europe;
France;
Paris
McDonald, Rory M., Emilie Billaud, and Vincent Dessain. "Parrot: Navigating the Nascent Drone Industry." Harvard Business School Case 619-085, June 2019. (Revised September 2019.)
- March 2019 (Revised March 2020)
- Case
Choosing the Right Esports Business Model
By: David Collis and Alexander MacKay
Two esports entrepreneurs must choose on which business model to focus their time and money. After successfully launching an online esports coaching platform, a number of new opportunities emerge in the rapidly growing esports space that now has close to one billion...
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Keywords:
Entrepreneurial Ecosystems;
Business Development;
Esports;
Business Ventures;
Entrepreneurship;
Business Model;
Management;
Strategy;
Sports;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
North and Central America;
Europe;
Asia
Collis, David, and Alexander MacKay. "Choosing the Right Esports Business Model." Harvard Business School Case 719-459, March 2019. (Revised March 2020.)
- November 2018
- Case
Sportradar (A): From Data to Storytelling
By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on...
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Keywords:
Sports Data;
Data;
Sport;
Sportradar;
Football;
Soccer;
Gambling;
Betting;
Betting Markets;
Statistics;
Odds;
Live Data;
Bookmakers;
Betradar;
Visualization;
Integrity;
Monitoring;
Gaming;
Streaming;
2013;
St.Gallen;
Algorithm;
Mathematical Modeling;
Carsten Koerl;
Betandwin;
Bwin;
Wagering;
Probability;
Sports;
Analytics and Data Science;
Mathematical Methods;
Games, Gaming, and Gambling;
Transition;
Strategy;
Media;
Sports Industry;
Technology Industry;
Information Technology Industry;
Media and Broadcasting Industry;
Europe;
Switzerland;
Asia;
Austria;
Germany;
England
Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
- June 2018 (Revised January 2020)
- Case
Sony
By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a...
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- October 2017
- Case
NetDragon
By: William R. Kerr and Alexis Brownell
Keywords:
NetDragon;
China;
E-learning;
Fuzhou;
Gaming;
Education;
Entrepreneurship;
Internet;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
China
Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 2017.
- April 2017 (Revised May 2022)
- Case
King Digital Entertainment
By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi...
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Keywords:
Entrepreneurship;
Information Technology;
Growth and Development Strategy;
Organizational Structure;
Acquisition;
Decision Choices and Conditions;
Video Game Industry;
Europe;
Sweden
Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
- October 2016
- Case
Supercell
By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released...
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Keywords:
Supercell;
Finland;
Video Games;
Firm Structure;
Startups;
Games, Gaming, and Gambling;
Groups and Teams;
Video Game Industry;
Finland
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- 2016
- Other Teaching and Training Material
Organizational Behavior Reading: Decision Making
By: Francesca Gino, Max Bazerman and Katherine Shonk
This Reading argues that decision making is systematically flawed and introduces methods to improve decision-making effectiveness. The Essential Reading section covers the rational decision-making model and three important ideas that challenge it: Herbert Simon's...
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Gino, Francesca, Max Bazerman, and Katherine Shonk. "Organizational Behavior Reading: Decision Making." Core Curriculum Readings Series. Boston, MA: Harvard Business Publishing 8383, 2016. Electronic.
- April 2016 (Revised February 2018)
- Teaching Note
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture...
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- January 2016
- Teaching Note
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead...
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- 2015
- Comment
In the Shadow of the Crowd: A Comment on 'Valve's Way'
There are many ways to exercise authority. Perrow (1986), in his review of March and Simon's Organizations (1958), offers a threefold classification of the ways authority can be exercised in organizations: (1) direct, "fully obtrusive" controls such as giving orders...
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Keywords:
New Forms Of Organizing;
Organizational Forms;
Non-hierarchical Organizations;
Self-organizing Teams;
Boss-less Organizations;
Organizational Design;
United States
Baldwin, Carliss Y. "In the Shadow of the Crowd: A Comment on 'Valve's Way'." Journal of Organization Design 4, no. 2 (2015): 5–7.
- August 2015 (Revised May 2016)
- Case
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
In 2015, Riot Games, the maker of the top PC game League of Legends, considers its growth strategy as it moves into a new campus in Los Angeles.
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Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
- 2015
- Other Teaching and Training Material
Competitive Strategies Marketing Reading
By: Jill Avery and Sunil Gupta
Core Curriculum Readings in Marketing cover the fundamental concepts, theories, and frameworks that business students must study.
This Reading illuminates the dynamics of companies in competition and offers a process for planning and executing marketing... View Details
This Reading illuminates the dynamics of companies in competition and offers a process for planning and executing marketing... View Details
Keywords:
Competitive Strategy
Avery, Jill, and Sunil Gupta. "Competitive Strategies Marketing Reading." Core Curriculum Readings Series. Boston: Harvard Business School Publishing 8158, 2015.
- August 2014
- Case
Opening the Valve: From Software to Hardware (A)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee...
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Keywords:
Valve;
Self-Managed Organizations;
Organization Design;
Strategy;
Flat Organization;
Video Games;
Organization Alignment;
Family Business;
Steam;
Steam Machine;
Design;
Games, Gaming, and Gambling;
Human Resources;
Collaborative Innovation and Invention;
Technological Innovation;
Leadership Style;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Organizational Culture;
Organizational Change and Adaptation;
Groups and Teams;
Alignment;
Software;
Hardware;
Video Game Industry;
Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee...
View Details
Keywords:
Valve;
Self-Managed Organizations;
Organization Design;
Strategy;
Flat Organization;
Video Games;
Organization Alignment;
Family Business;
Steam;
Steam Machine;
Design;
Games, Gaming, and Gambling;
Human Resources;
Collaborative Innovation and Invention;
Technological Innovation;
Leadership Style;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Organizational Culture;
Organizational Change and Adaptation;
Groups and Teams;
Alignment;
Software;
Hardware;
Video Game Industry;
Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- September 2013 (Revised August 2015)
- Background Note
Leadership and Teaming
By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail...
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Keywords:
Teams;
Teaming;
Leadership And Managing People;
Leadership;
Team Effectiveness;
Team Performance;
Team Design;
Team Leadership;
Teamwork;
Team Process;
Team Function;
Team Launch;
60/30/10 Rule;
Team Boundary;
Distribution Of Leadership Authority;
Self-Managed Teams;
Virtual Teams;
Unbounded Teams;
Acts Of Leadership;
Execution Teams;
Decision Making Teams;
Creativity Teams;
Team Size;
Task Design;
Team Timeline;
Team Roles;
Team Representation;
Diversity;
Team Familiarity;
Collective Intelligence;
Team Stages Of Development;
Team Coaching;
Performance Pressure;
X-Teams;
Team Focus;
Interaction;
Management Teams;
Managerial Roles;
Management Systems;
Management Style;
Management Skills;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Performance Effectiveness;
Performance Efficiency;
Performance Productivity;
Groups and Teams;
Networks;
Social Psychology;
Behavior;
Conflict and Resolution;
Creativity;
Social and Collaborative Networks;
Satisfaction;
Prejudice and Bias;
Power and Influence;
Personal Characteristics;
Familiarity;
Cognition and Thinking;
Attitudes;
Projects;
Organizational Culture;
Organizational Change and Adaptation;
Leadership Development;
Leadership Style;
Leading Change;
Knowledge Use and Leverage;
Knowledge Sharing;
Collaborative Innovation and Invention;
Innovation and Management;
Innovation Leadership;
Design;
Interpersonal Communication;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Asia;
North and Central America;
South America;
Atlantic Ocean;
Central Asia;
Europe;
Latin America;
Middle East;
Oceania;
West Indies
Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
- 2012
- Case
Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'
By: Rosabeth Moss Kanter and Anne Arlinghaus
Shelly London and Ethics Education — 'Strengthening Our Moral Compass'
2009 AL Fellow
Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
Keywords:
Leadership Skills;
Ethics Education;
Initiatives;
Morality;
Moral Compass;
Prima Facie;
Grassroots Movement;
Ethical Reasoning;
Decision-making;
Social Media;
Media Relations;
Family Dinner Project;
Public Conversations Project;
Laura Chasin;
Computer Games;
Video Games;
Quandary;
Organizational Structure;
Infrastructure;
Ethics;
Education;
Moral Sensibility;
Behavior;
Decision Making;
Leadership;
Innovation and Management;
Education Industry;
Service Industry;
North and Central America
- March 2012
- Case
Angry Birds
By: Sunil Gupta and Dharmishta Rood
Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile...
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Keywords:
Brands and Branding;
Marketing Strategy;
Diversification;
Expansion;
Video Game Industry;
Finland
Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.