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- Faculty Publications (13)
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- All HBS Web (20)
- Faculty Publications (13)
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- July 2020 (Revised May 2021)
- Case
Oxygen Esports
By: John R. Wells and Benjamin Weinstock
On May 4, 2020, a press release from Boston, Massachusetts, announced the launch of Oxygen Esports (Oxygen), a new organization that hoped to dominate the rising esports scene in New England. Oxygen was created from a merger between Helix eSports (Helix), an owner and... View Details
Keywords: Esports; Sports; Online Technology; Games, Gaming, and Gambling; Entrepreneurship; Strategy
Wells, John R., and Benjamin Weinstock. "Oxygen Esports." Harvard Business School Case 721-351, July 2020. (Revised May 2021.)
- 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... View Details
Keywords: Entrepreneurial Ecosystems; Business Development; Esports; Business Ventures; Entrepreneurship; Business Model; Management; Strategy; Sports; Entertainment and Recreation Industry; Information Technology Industry; Media and Broadcasting Industry; Sports 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.)
- 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
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.)
- June 2021
- Teaching Note
Oxygen Esports
By: John R. Wells
Teaching Note for HBS Case No. 721-351. View Details
- January 2019 (Revised January 2019)
- Case
An eSports Profile: Team Liquid & aXiomatic
By: Robert F. Higgins and James Barnett
- March 2022
- Teaching Note
Skillz: Esports and Skill-Based Mobile Gaming
By: Andy Wu
Teaching Note for HBS Case No. 721-358. View Details
- 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... View Details
Keywords: Esports; Platforms; Superstar; Games, Gaming, and Gambling; Internet and the Web; Personal Development and Career; Decision Making; Digital Platforms; Video Game Industry; Technology Industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- 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 Sep 2017
- News
The Biggest Industry You’ve Never Heard Of
professional esports players and amateur gamers streaming video game play. By year’s end, market analyst Newzoo forecasts, the online global esports audience will reach 385 million people with revenues of... View Details
- Teaching Interest
Competing in the Age of Digital Platforms—(Executive Education)
By: David B. Yoffie
Summary
Without exception, the most valuable companies in the world today are platforms. Microsoft, Apple, Amazon, Google, Facebook, and many other firms have built their fortunes by facilitating innovation across global ecosystems or... View Details
Without exception, the most valuable companies in the world today are platforms. Microsoft, Apple, Amazon, Google, Facebook, and many other firms have built their fortunes by facilitating innovation across global ecosystems or... View Details
- November 2023
- Case
Team Liquid: Fueling the Business of Fandom
By: Youngme Moon and Kerry Herman
In 2023, the co-CEOs of Team Liquid, one of the world's most prominent Esports organizations, are deciding whether and how to evolve their business model to include (1) a greater focus on enterprise revenue; and (2) more direct-to-consumer activity. Team Liquid has one... View Details
Keywords: Business Model; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Organizational Culture; Business and Community Relations; Video Game Industry
Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
- November 2022 (Revised February 2024)
- Case
The Globalization of Manchester City Football Group
By: Maria P. Roche, Tiona Zuzul, Exequiel Hernandez and Amy Klopfenstein
This case describes the efforts of City Football Group (CFG) to purchase Esporte Clube Bahia (Bahia), a Brazilian professional soccer club. CFG’s strategy was to acquire under-performing clubs worldwide, invest money in high-profile players, and improve the teams’... View Details
Keywords: Business Ventures; Acquisition; Business Conglomerates; Geography; Geographic Location; Geographic Scope; Globalization; Global Strategy; Globalized Markets and Industries; Markets; Demand and Consumers; Marketing; Brands and Branding; Organizations; Organizational Change and Adaptation; Sports; Strategy; Competition; Competitive Advantage; Diversification; Expansion; Sports Industry; Europe; United Kingdom; England; South America; Brazil
Roche, Maria P., Tiona Zuzul, Exequiel Hernandez, and Amy Klopfenstein. "The Globalization of Manchester City Football Group." Harvard Business School Case 723-391, November 2022. (Revised February 2024.)
- September 2020 (Revised May 2021)
- Case
The Indian Premier League, 2020
By: John R. Wells and Benjamin Weinstock
Since its founding in 2008, the Indian Premier League (IPL), India’s eight-week Twenty20 (T20) cricket competition, had become one of the most popular and lucrative sporting leagues in the world. In 2019, the IPL attracted 462 million TV viewers and 300 million digital... View Details
Keywords: Sports; Organizational Structure; Marketing; Health Pandemics; Organizational Change and Adaptation; Growth and Development Strategy; Sports Industry; India
Wells, John R., and Benjamin Weinstock. "The Indian Premier League, 2020." Harvard Business School Case 721-362, September 2020. (Revised May 2021.)
- June 2017 (Revised December 2017)
- Case
CJ E&M: KCON Goes Global
By: Elie Ofek and Michael Norris
In January of 2017, CJ Entertainment & Media (E&M) proudly announced that it will be holding its first ever KCON in Mexico City just two months later. CJ Group Chairman Jay Lee and Vice Chairwoman Miky Lee are pleased at the progress that KCON, a Korean-oriented music... View Details
Keywords: Music Entertainment; Cultural Entrepreneurship; Growth and Development Strategy; Food; Music Industry; Entertainment and Recreation Industry; Food and Beverage Industry
Ofek, Elie, and Michael Norris. "CJ E&M: KCON Goes Global." Harvard Business School Case 517-083, June 2017. (Revised December 2017.)
- Web
Gaming and Game Industry Club | MBA
Gaming and Game Industry Club The Gaming and Gaming Industry Club connects like minded students and alumni with a passion for video games and eSports to play video games in-person and online and explore career opportunities in the... View Details
- 01 Sep 2020
- News
Alumni and Faculty Books for September 2020
are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, crafting a... View Details
- 04 Sep 2019
- News
Putting the Game Within Reach
Fan Experience “New mixed reality integrations, sports betting, and gamified experiences are changing the way that fans are consuming sports. We are already seeing this with immersive media, particularly in the interactivity that is finding its way from the burgeoning... View Details
- 12 Sep 2017
- First Look
First Look at New Research and Ideas, September 12, 2017
classes, beauty products, and eSports offerings. Chairman Lee and VC Lee believe that KCON is a good vehicle for accelerating the Hallyu wave of Korean culture that was still sweeping the globe and riding this wave in promoting CJ Group... View Details
Keywords: Carmen Nobel
- Web
Past Issues - Alumni
Esports claims to be bigger than basketball—and one day soon it may be History’s Lessons Professor Nancy Koehn uses the perspective of time to tell the stories of ordinary people who, despite the odds, achieved extraordinary things City... View Details