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  • All HBS Web  (455)
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← Page 10 of 455 Results →
  • September 2019 (Revised June 2020)
  • Case

Othellonia: Growing a Mobile Game

By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization. View Details
Keywords: Targeting; Retention/churn; Freemium; Monetization; Customer Relationship Management; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Marketing; Customers; Marketing Strategy; Retention; Acquisition; Entertainment and Recreation Industry; Japan
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Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
  • September 2017
  • Case

Tencent

By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; Communications Industry; Entertainment and Recreation Industry; Financial Services Industry; Information Industry; Information Technology Industry; Media and Broadcasting Industry; Motion Pictures and Video Industry; Music Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; Web Services Industry; Asia; China; Canton (province, China)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
  • November 2017
  • Teaching Note

Amazon.com, 2016

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-402. On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Market Platforms; Two-Sided Platforms; Competition; Internet; Corporate Strategy; Online Advertising; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Hardware; Information Technology; Mobile Technology; Online Technology; Technology Networks; Technology Platform; Web; Web Sites; Price; Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Retail Industry; Advertising Industry; Distribution Industry; Electronics Industry; Entertainment and Recreation Industry; Information Technology Industry; Manufacturing Industry; Motion Pictures and Video Industry; Music Industry; Publishing Industry; Shipping Industry; Technology Industry; Video Game Industry; Web Services Industry; United States; Washington (state, US); Seattle
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Wells, John R., and Gabriel Ellsworth. "Amazon.com, 2016." Harvard Business School Teaching Note 718-441, November 2017.

    Richard R. Deupree

    In 1930, Deupree was the first individual not of the Procter or Gamble names to head the company. Under Deupree’s leadership, the company became the country’s leading seller of consumer products. Deupree also put Procter & View Details
    Keywords: Personal Care & Home Products
    • October 1998 (Revised May 2004)
    • Teaching Note

    Adventurous Computer Games, Inc. and Adventurous Computer Games, Inc.(Abridged)TN

    By: William J. Bruns Jr.
    Teaching Note for (9-199-020) and (9-193-088). View Details
    Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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    Bruns, William J., Jr. "Adventurous Computer Games, Inc. and Adventurous Computer Games, Inc.(Abridged)TN." Harvard Business School Teaching Note 199-034, October 1998. (Revised May 2004.)
    • October 29, 2010
    • Article

    The Mental Game of Breast Cancer, Part one

    By: Nancy F. Koehn
    Keywords: Games, Gaming, and Gambling
    Citation
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    Koehn, Nancy F. "The Mental Game of Breast Cancer, Part one." Huffington Post, The Blog (October 29, 2010).
    • May 2008
    • Teaching Note

    Hasbro Games -- POX (TN) (A) and (B)

    By: Elie Ofek and David B. Godes
    Teaching Note for [505046] and [505047]. View Details
    Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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    Ofek, Elie, and David B. Godes. "Hasbro Games -- POX (TN) (A) and (B)." Harvard Business School Teaching Note 508-112, May 2008.
    • 14 Oct 2009
    • First Look

    First Look: October 14

    Londoners, many of whom live around the corner from the Olympic Park. Purchase this case: http://cb.hbsp.harvard.edu/cb/product/510039-PDF-ENG Procter & Gamble in the 21st Century (A): Becoming Truly Global Harvard Business School... View Details
    Keywords: Martha Lagace
    • 1976
    • Article

    The Asymptotic Theory of Stochastic Games

    By: Truman F. Bewley and Elon Kohlberg
    Keywords: Games, Gaming, and Gambling; Theory
    Citation
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    Bewley, Truman F., and Elon Kohlberg. "The Asymptotic Theory of Stochastic Games." Mathematics of Operations Research, no. 1 (1976): 197 – 208.
    • 25 Apr 2014
    • News

    To create breakthrough strategies, harness creativity to the scientific method

    strategies. Procter & Gamble employed this model when it wanted to become a major player in the global beauty-care sector. It transformed the down-market Oil of Olay into a world-class brand and proved that this product could attract both... View Details
    • 1978
    • Article

    A Note Concerning Asymmetric Games on Graphs

    By: A. E. Roth
    Keywords: Games, Gaming, and Gambling
    Citation
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    Roth, A. E. "A Note Concerning Asymmetric Games on Graphs." Naval Research Logistics Quarterly 25 (1978): 365–367.
    • December 1973
    • Article

    On Non-Atomic Games

    By: Elon Kohlberg
    Keywords: Games, Gaming, and Gambling
    Citation
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    Kohlberg, Elon. "On Non-Atomic Games." International Journal of Game Theory 2, no. 1 (December 1973): 87 – 98.
    • December 1977
    • Article

    Utility Functions for Simple Games

    By: A. E. Roth
    Keywords: Games, Gaming, and Gambling
    Citation
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    Roth, A. E. "Utility Functions for Simple Games." Journal of Economic Theory 16 (December 1977): 481–489.

      Edward G. Harness

      Under Harness’ leadership, Procter and Gamble doubled its sales and tripled its earnings, becoming the world’s largest consumer products manufacturer. He was credited with the successful introduction of Pampers disposable diapers, and he... View Details
      Keywords: Personal Care & Home Products
      • 01 Dec 2018
      • News

      Democratizing Funding, Diversifying Funders

      “Investing in startups is risky, but it’s more productive than minimal return gambles such as lotteries, which drained some $70 billion from Main Street America’s pockets in 2014 alone,” Republic cofounder and CEO Kendrick Nguyen wrote in... View Details
      Keywords: Sasha Issenberg
      • September 2006
      • Article

      Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation

      By: Yoella Bereby-Meyer and Alvin E. Roth
      Keywords: Cooperation; Learning; Games, Gaming, and Gambling
      Citation
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      Bereby-Meyer, Yoella, and Alvin E. Roth. "Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation." American Economic Review 96, no. 4 (September 2006): 1029–1042.
      • 04 Sep 2019
      • News

      A Wide Screen Approach

      Immersive Media “The single largest revenue stream for sports in North America is media rights. The sports industry is slowly adapting to new formats and platforms, which is having an immediate impact on the acquisition and retention of audiences. The traditional model... View Details
      • 18 Sep 2019
      • News

      Level Up

      There was a very specific moment when the crisis underway in the sports industry became clear to Angela Ruggiero (MBA 2014). It was August 4, 2015, when Disney CEO Bob Iger announced in the company’s quarterly earnings call that its subsidiary ESPN had sustained “some... View Details
      Keywords: Paul Flannery and Dan Morrell; illustrations by Matt Chinworth
      • October 2006 (Revised September 2007)
      • Teaching Note

      Electronic Arts in Online Gaming (TN)

      By: Thomas R. Eisenmann
      Keywords: Games, Gaming, and Gambling; Arts; Technology; Entertainment and Recreation Industry
      Citation
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      Eisenmann, Thomas R. "Electronic Arts in Online Gaming (TN)." Harvard Business School Teaching Note 807-066, October 2006. (Revised September 2007.)
      • November 1983
      • Article

      Subjective Probability and the Theory of Games: Some Further Comment

      By: A. E. Roth and F. Schoumaker
      Keywords: Theory; Games, Gaming, and Gambling
      Citation
      Find at Harvard
      Related
      Roth, A. E., and F. Schoumaker. "Subjective Probability and the Theory of Games: Some Further Comment." Management Science 29, no. 11 (November 1983): 1337–1340.
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