Skip to Main Content
HBS Home
  • About
  • Academic Programs
  • Alumni
  • Faculty & Research
  • Baker Library
  • Giving
  • Harvard Business Review
  • Initiatives
  • News
  • Recruit
  • Map / Directions
Faculty & Research
  • Faculty
  • Research
  • Featured Topics
  • Academic Units
  • …→
  • Harvard Business School→
  • Faculty & Research→
  • Research
    • Research
    • Publications
    • Global Research Centers
    • Case Development
    • Initiatives & Projects
    • Research Services
    • Seminars & Conferences
    →
  • Publications→

Publications

Publications

Filter Results: (357) Arrow Down
Filter Results: (357) Arrow Down Arrow Up

Show Results For

  • All HBS Web  (357)
    • News  (97)
    • Research  (226)
    • Multimedia  (2)
  • Faculty Publications  (140)

Show Results For

  • All HBS Web  (357)
    • News  (97)
    • Research  (226)
    • Multimedia  (2)
  • Faculty Publications  (140)
Page 1 of 357 Results →
  • August 2020 (Revised June 2021)
  • Case

Skillz: Esports and Skill-Based Mobile Gaming

By: Andy Wu, David B. Yoffie and George Gonzalez
Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
Citation
Educators
Purchase
Related
Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
  • 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... View Details
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
Citation
Educators
Purchase
Related
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
  • June 2024 (Revised March 2025)
  • Case

Wemade: (Re)Establishing Trust in Blockchain Games (A)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This case explores the fundamental challenges and accounting issues arising from the integration of blockchain technology into traditional business models. It features Wemade, a South Korean online gaming company that has staked its future on blockchain-based games.... View Details
Keywords: Blockchain; Cryptocurrency; Video Games; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Technology Adoption; Video Game Industry; Video Game Industry; Video Game Industry; South Korea
Citation
Educators
Purchase
Related
Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (A)." Harvard Business School Case 124-025, June 2024. (Revised March 2025.)
  • February 2007 (Revised August 2007)
  • Case

Urban Video Game Academy: Getting in the Game

By: Lynda M. Applegate and Susan Saltrick
Urban Video Game Academy was founded to enhance the academic and career prospects of urban youth. How will its founder grow it into a sustainable business? Provides an opportunity to discuss the challenges of social entrepreneurship and how to create a sustainable... View Details
Keywords: Social Entrepreneurship; Business Model; Social Enterprise; Change Management; Education; Video Game Industry; Video Game Industry
Citation
Educators
Purchase
Related
Applegate, Lynda M., and Susan Saltrick. "Urban Video Game Academy: Getting in the Game." Harvard Business School Case 807-122, February 2007. (Revised August 2007.)
  • November 2023
  • Case

Axie Infinity: Video Game Meets Blockchain

By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's... View Details
Keywords: Blockchain; Business Model; Games, Gaming, and Gambling; Currency; Innovation and Management; Business Strategy; Video Game Industry
Citation
Educators
Purchase
Related
Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming

Describes the launch of the innovative home video game company, 3DO, which had developed a groundbreaking system featuring 32-bit processing and CD-ROM software. Examines the competitive dynamics in the home video game industry from 1970 into the new millennium. View Details
Keywords: Technological Innovation; Competition; Product Launch; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming." Harvard Business School Case 701-095, June 2001.
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (B): Nintendo Power

Tells the story of Nintendo's revival of the home video game industry in the mid-1980s and its dominance of the market in the late 1980s and early 1990s. Strategic issues addressed include the creation of value by sparking dormant demand and the capture of value... View Details
Keywords: Competitive Strategy; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (B): Nintendo Power." Harvard Business School Case 701-092, February 2001. (Revised June 2001.)
  • 28 Sep 2012
  • News

The economics of video games

  • June 2001
  • Case

Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64

Nintendo must make some important decisions regarding relationships with third-party game developers. This is part of a case series examining the competitive dynamics in the home video game industry from 1970 into the new millennium. A rewritten version of an earlier... View Details
Keywords: Competition; Marketing; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64." Harvard Business School Case 701-101, June 2001.
  • February 2000 (Revised June 2001)
  • Case

Note on Home Video Game Technology and Industry Structure

Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. This case provides general information about the industry, allowing for subsequent cases in the series to focus on competitive... View Details
Keywords: Competitive Advantage; Industry Structures; Video Game Industry
Citation
Find at Harvard
Related
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure." Harvard Business School Case 700-107, February 2000. (Revised June 2001.)
  • May 2008
  • Teaching Note

Urban Video Game Academy: Getting in the Game (TN)

By: Lynda M. Applegate
Teaching Note for [807122]. View Details
Citation
Related
Applegate, Lynda M. "Urban Video Game Academy: Getting in the Game (TN)." Harvard Business School Teaching Note 808-157, May 2008.
  • February 2004 (Revised November 2004)
  • Case

Note on Home Video Game Technology and Industry Structure (Abridged)

Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry. View Details
Keywords: Technology; Competitive Advantage; Competitive Strategy; Supply and Industry; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
  • 2003
  • Case

Competitive Dynamics in Home Video Games

By: Hirotaka Takeuchi
Keywords: Competition; Technology; Video Game Industry
Citation
Related
Takeuchi, Hirotaka. "Competitive Dynamics in Home Video Games." 2003.
  • Clubs

Gaming and Game Industry Club

Keywords: Entertainment / Media / Sports; Technology
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (A): The Age of Atari

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 grew from a $500 initial investment into a $2 billion in revenues per year enterprise, becoming the fastest... View Details
Keywords: Competitive Strategy; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (A): The Age of Atari." Harvard Business School Case 701-091, February 2001. (Revised June 2001.)
  • February 2024
  • Teaching Note

Axie Infinity: Video Game Meets Blockchain

By: Marco Di Maggio
Citation
Purchase
Related
Di Maggio, Marco. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Teaching Note 224-060, February 2024.
  • 21 Apr 2023
  • News

The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?

  • June 2001
  • Case

Competitive Dynamics in Home Video Games (F): The Fall of 3DO

Outlines the events leading up to 3DO's exit from the home video game licensing business. 3DO's business model is considered flawed because of its incompatibility with industry structure and economics. View Details
Keywords: Competition; Market Entry and Exit; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (F): The Fall of 3DO." Harvard Business School Case 701-096, June 2001.
  • 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
Keywords: Value Creation; Lawfulness; Competitive Advantage; Monopoly; Video Game Industry; Japan
Citation
Educators
Purchase
Related
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.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo

Nintendo must make some important decisions related to the launch and design of the successor to its 16-bit Super NES console. A rewritten version of an earlier case. This is part of a case series examining the competitive dynamics in the home video game industry from... View Details
Keywords: Competition; Product Design; Product Launch; Video Game Industry
Citation
Educators
Purchase
Related
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo." Harvard Business School Case 701-100, June 2001.
  • 1
  • 2
  • …
  • 17
  • 18
  • →
ǁ
Campus Map
Harvard Business School
Soldiers Field
Boston, MA 02163
→Map & Directions
→More Contact Information
  • Make a Gift
  • Site Map
  • Jobs
  • Harvard University
  • Trademarks
  • Policies
  • Accessibility
  • Digital Accessibility
Copyright © President & Fellows of Harvard College.