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- All HBS Web
(863)
- News (236)
- Research (377)
- Multimedia (8)
- Faculty Publications (160)
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- 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... View Details
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.
- August 2001 (Revised September 2002)
- Case
Sony PlayStation2 (A)
By: Rohit Deshpande and Seth Schulman
In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
- 29 Nov 2022
- Cold Call Podcast
How Will Gamers and Investors Respond to Microsoft’s Acquisition of Activision Blizzard?
- March 2006 (Revised February 2007)
- Case
Massive Incorporated (A)
By: Joseph B. Lassiter III, Clark Gilbert and Victoria Winston
How do you go to market with a brand new product in a new industry? How does a business develop an opportunity and then adapt its strategy to ensure success? Who are the early adopters and how does a business work with them? Katherine Hays, chief operating office at... View Details
Keywords: Emerging Markets; Product Launch; Digital Marketing; Business Startups; Advertising Industry
Lassiter, Joseph B., III, Clark Gilbert, and Victoria Winston. "Massive Incorporated (A)." Harvard Business School Case 806-126, March 2006. (Revised February 2007.)
- December 2003 (Revised April 2004)
- Case
Blockbuster Inc. & Technological Substitution (D): The Threat of Direct Digital Distribution
Examines the emergence of technologies for delivering video content to consumer homes via direct digital distribution and investigates the strategic options facing video rental giant Blockbuster Inc. as it tries to respond to the new technological substitutes. Examines... View Details
Keywords: Organizational Change and Adaptation; Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Motion Pictures and Video Industry; Motion Pictures and Video Industry
Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (D): The Threat of Direct Digital Distribution." Harvard Business School Case 704-463, December 2003. (Revised April 2004.)
- 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... View Details
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.
- January 2001 (Revised February 2002)
- Case
Rambus, Inc.: Commercializing the Billion Dollar Idea
Rambus, Inc. was founded to develop a new type of high-speed memory chip technology to enable DRAMs to keep up with ever-faster microprocessors. After developing the technology, Rambus chose an unusual licensing approach to commercialize it. This case focuses on the... View Details
Keywords: Technological Innovation; Competition; Commercialization; Information Infrastructure; Cooperation; Technology Industry
Silverman, Brian S., and Briana Huntsberger. "Rambus, Inc.: Commercializing the Billion Dollar Idea." Harvard Business School Case 701-056, January 2001. (Revised February 2002.)
- 22 Feb 2012
- Working Paper Summaries
The Dynamic Effects of Bundling as a Product Strategy
- July 2004 (Revised March 2007)
- Case
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- February 2010 (Revised March 2013)
- Case
Zynga (A)
By: Mikolaj Jan Piskorski and David Chen
In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard... View Details
Keywords: Customer Focus and Relationships; Decision Choices and Conditions; Growth and Development Strategy; Distribution Channels; Product Development; Organizational Change and Adaptation; Corporate Strategy; Video Game Industry
Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
- September 2012 (Revised March 2014)
- Case
Videogames: Clouds on the Horizon?
By: Andrei Hagiu and Kerry Herman
Since the creation of the first videogame systems in the 1970s, the videogame industry has undergone numerous transformations as new technologies and market entrants fundamentally changed the gaming experience of customers. In the early 21st century, customers began... View Details
Hagiu, Andrei, and Kerry Herman. "Videogames: Clouds on the Horizon?" Harvard Business School Case 713-424, September 2012. (Revised March 2014.)
- June 2001 (Revised February 2002)
- Case
Rambus, Inc.: Commercializing the Billion Dollar Idea (A)
Rambus, Inc. was founded to develop a new type of high-speed memory chip technology to enable DRAMs to keep up with ever-faster microprocessors. After developing the technology, Rambus chose an unusual licensing approach to commercialize it. This case series describes... View Details
Keywords: Technological Innovation; Competition; Commercialization; Hardware; Cooperation; Technology Industry
Silverman, Brian S., and Briana Huntsberger. "Rambus, Inc.: Commercializing the Billion Dollar Idea (A)." Harvard Business School Case 701-124, June 2001. (Revised February 2002.)
- March 2024 (Revised September 2024)
- Case
Supercell 2.0: Clash of Plans
By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
- October 2009
- Case
Digital Chocolate
By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard... View Details
Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Video Game Industry; Video Game Industry
Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
- June 2002 (Revised September 2002)
- Case
Pokemon: Gotta Catch 'Em All (Abridged)
By: Youngme E. Moon
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Video Game Industry; Video Game Industry; Japan; Asia; United States
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- 26 Jul 2016
- Research & Ideas
Where will Pokémon Go with Your Personal Information?
all time. Data analytics firm Similar Web reported that in its first week alone, the app had been installed on nearly 11 percent of all Android phones in the United States, and surpassed Twitter’s daily usage shortly thereafter. Pokémon Go is a View Details
- October 2009 (Revised July 2012)
- Case
Emotiv Systems Inc.: It's the Thoughts that Count
By: Elie Ofek, Jason Riis and Paul Hamilton
Emotiv is getting ready to launch its innovative brain-computer interfacing (BCI) technology. The company has developed a special headset, called EPOC, and highly sophisticated software that can translate a person's emotions, cognitive thoughts, and facial expressions... View Details
Keywords: Technology Adoption; Sales; Technological Innovation; Demand and Consumers; Marketing Strategy; Partners and Partnerships; Entrepreneurship; Forecasting and Prediction; Product Launch; Business Startups; Technology Industry
Ofek, Elie, Jason Riis, and Paul Hamilton. "Emotiv Systems Inc.: It's the Thoughts that Count." Harvard Business School Case 510-050, October 2009. (Revised July 2012.)
- May 2006 (Revised November 2006)
- Case
DVD War
By: David B. Yoffie and Michael Slind
In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,... View Details
Keywords: Disruption; Entertainment; Business History; Intellectual Property; Product; Competition; Technology Adoption; Electronics Industry; Entertainment and Recreation Industry
Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)
- 06 Aug 2019
- Cold Call Podcast
Super Bowl Ads Sell Products, but Do They Sell Brands?
road. He goes on to say, "When there's no man around, Goodyear should be." It probably shouldn't be surprising that advertisers took a chauvinistic tone for spots appearing on a game that was expected to be watched mostly by... View Details
- June 2023
- Supplement
Clash of Two Giants Simulation Exercise
By: Feng Zhu and Marco Iansiti
Many markets are organized around platforms that connect consumers with complementary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A... View Details