Filter Results:
(826)
Show Results For
- All HBS Web
(826)
- News (236)
- Research (383)
- Multimedia (8)
- Faculty Publications (160)
Show Results For
- All HBS Web
(826)
- News (236)
- Research (383)
- Multimedia (8)
- Faculty Publications (160)
- September 2003 (Revised September 2004)
- Case
Hearthside Homes
By: Jason R. Barro, Brian J. Hall and Aaron Zimmerman
Investigates the "controllability problem" inherent in bonus systems. Ideally, an incentive system accurately measures performance in areas that the individual can control. But most measures are either too broad, including factors outside the influence of the employee,... View Details
- March 2008 (Revised April 2008)
- Case
Sony PlayStation 3: Game Over?
By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- 01 Mar 2024
- News
Game On
It’s raining in Sarasota. And not a light sprinkle but a proper, Florida drenching, so the outdoor courts at the Pickleball Club’s Lakewood Ranch location are deserted. Inside is a different story. Most of the 12 courts are in play. With four people to a court, all... View Details
- 01 Sep 2023
- News
End Game
percent of sales or 10 percent of profits every year to fight the environmental crisis. As he approached age 80, “Yvon wanted to up the ante even more,” Conn says. The result was a new mission statement: We are in business to save the View Details
- 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... View Details
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.
- 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. View Details
Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
- 07 Sep 2021
- News
Growing Home
Illustration by PJ Loughran Video Embed Music by Steven Collins. Edited by Steven Collins at Troubadour Image + Sound In August of 2015, Yoshito Hori (MBA 1991) returned to his hometown of Mito, Japan, for a reunion with his high school... View Details
Keywords: Dan Morrell
- March 2002 (Revised May 2003)
- Case
Supply Chain Close-Up: The Video Vault
By: V.G. Narayanan and Lisa Brem
The owners of the Video Vault struggle to determine the optimal stocking levels of home videos in an industry fraught with new technology, new pricing paradigms, and stiff competitive pressure from large national chains. Teaching Purpose: To demonstrate the role of... View Details
Keywords: Supply Chain Management; Competition; Motivation and Incentives; Price; Technological Innovation; Service Delivery; Entertainment and Recreation Industry
Narayanan, V.G., and Lisa Brem. "Supply Chain Close-Up: The Video Vault." Harvard Business School Case 102-070, March 2002. (Revised May 2003.)
- April 2008
- Background Note
Broadband and Video Games: Playing and Winning Together
By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Technology Industry
Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
- Article
Entry into Platform-based Markets
By: Feng Zhu and Marco Iansiti
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of... View Details
Keywords: Platform-based Markets; Winnter-take-all; First-mover Advantage; Indirect Network Effects; Video Game Industry; Quality; Network Effects; Market Entry and Exit; Digital Platforms; Motion Pictures and Video Industry
Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
- 05 Dec 2023
- Research & Ideas
Are Virtual Tours Still Worth It in Real Estate? Evidence from 75,000 Home Sales
virtual tours benefit sellers less than previous studies indicate, suggests research by Isamar Troncoso, an assistant professor of business administration at Harvard Business School. She studied more than 75,000 home sales to evaluate the... View Details
- 01 Sep 2023
- News
Case Study: The Home Team
Illustration by Jon Krause Illustration by Jon Krause Brendan Kennealey (MBA 2006) wasn’t even searching for a business idea. A couple of years ago, the Wilmington, Delaware, native met up with an old friend who’d bought a new house. Over dinner this friend enumerated... View Details
- 01 Mar 2018
- News
More Than a Game
part of the TV show Undercover Boss ; in his first year as SeaWolves owner, he served as a color commentator for the home radio broad casts and sometimes helped the grounds crew pull the tarp on the field. Another is focusing on just a... View Details
Keywords: Dan Morrell
- February 2002 (Revised May 2002)
- Background Note
That's a Wrap: The Dynamics of the Video Rental Industry
By: V.G. Narayanan and Lisa Brem
The history, current dynamics, and future trends of the $10 billion home video rental industry provides a platform to discuss revenue-sharing contracts between suppliers of home videocassettes and retailers. View Details
Keywords: Contracts; Motivation and Incentives; Supply Chain Management; Revenue; Financial Strategy; Motion Pictures and Video Industry
Narayanan, V.G., and Lisa Brem. "That's a Wrap: The Dynamics of the Video Rental Industry." Harvard Business School Background Note 102-051, February 2002. (Revised May 2002.)
- 04 Sep 2019
- News
Putting the Game Within Reach
you listen to the fans, you’ll wind up sitting with them. But what if a generation of fans has been brought up to game plan like coaches and build rosters like general managers, with skills honed by playing View Details
- December 2004
- Case
Hasbro Games -- POX (B)
By: David B. Godes and Elie Ofek
Keywords: Video Game Industry
Godes, David B., and Elie Ofek. "Hasbro Games -- POX (B)." Harvard Business School Case 505-047, December 2004.
- March 2021
- Case
Astralis Group: Determining a Brand Strategy
By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for... View Details
Keywords: Brand Strategy; Esports; Video Games; Corporate Scope; Positioning; Ecosystem; Brands and Branding; Strategy; Business Ventures; Business Startups; Entrepreneurship; Ethics; Sports; Competitive Strategy; Value Creation; Diversification; Games, Gaming, and Gambling; Sports Industry; Entertainment and Recreation Industry; Denmark; Europe
Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
- 01 Dec 2023
- News
Research Brief: Staying in the Game
Illustration by Peter Hoey In Monopoly, declaring bankruptcy has a very permanent consequence. Game over; you lose. In the paper “Life After Death: A Field Experiment with Small Businesses on Information Frictions, Stigma, and... View Details
- 26 Mar 2020
- Blog Post
Make Work from Home Work For You (And Your Team)
Work from home is not a new concept, but it is one you are hearing more about this month due to COVID-19 and precautions companies are taking to prevent the spread of illness. While remote work is the norm for some, it is uncharted... View Details
Keywords: All Industries