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  • January 2004 (Revised October 2006)
  • Case

Electronic Arts in Online Gaming

By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Electronics Industry
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Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
  • 10 Sep 2008
  • Research & Ideas

Long-Tail Economics? Give Me Blockbusters!

Blockbusters break sales records and exceed expectations. Around 100 pharmaceutical brands exceed $1 billion in annual sales. Procter & Gamble has 23 such brands. Speed. It's not just the sales volume; it's the speed of the sales... View Details
Keywords: by John Quelch; Entertainment & Recreation; Pharmaceutical
  • 17 Jan 2007
  • Op-Ed

Learning from Private-Equity Boards

Private-equity boards are typically composed of members with substantial wealth at risk. Private-equity boards know how to structure financial incentives that deter reckless gambling and reward profitable growth. Private-equity boards... View Details
Keywords: by Malcolm Salter; Financial Services
  • 09 Jul 2013
  • Research & Ideas

Catching Up With Boards--Jay Lorsch

problems—be it a Hewlett-Packard or more recently Procter & Gamble and JC Penney—is the only alternative firing the CEO and starting over? A: You don't have to fire the CEO. A lot depends on establishing the right kind of working... View Details
Keywords: by Jim Aisner
  • 13 Feb 2006
  • Research & Ideas

Turning High Potential into Real Reward

into outdoor gear. He builds up a worldwide supply chain by recruiting people who want to gamble that there is a customer need not being met by polyester. NB: For prospective entrepreneurs, what are the key lessons to be learned here?... View Details
Keywords: Re: Joseph B. Lassiter; Consumer Products
  • 16 Aug 2016
  • First Look

August 16, 2016

U.S. market? Purchase this case: https://cb.hbsp.harvard.edu/cbmp/product/516117-PDF-ENG Harvard Business School Case 216-039 Supply Chain Finance at Procter & Gamble In April 2013, Procter & Gamble... View Details
Keywords: Sean Silverthorne
  • 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.
  • 26 Feb 2001
  • Research & Ideas

Evolving for Success [Part One]

to use the technology; but it's an elaborate and complex relationship, because these companies themselves also work much more closely together. It is more than Wal-Mart working with Procter & Gamble as a supplier. It's joint planning;... View Details
Keywords: by Staff
  • 1978
  • Chapter

Power and Position: The Utility of Playing a Simple Game

By: A. E. Roth
Keywords: Power and Influence; Status and Position; Game Theory; Games, Gaming, and Gambling
Citation
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Roth, A. E. "Power and Position: The Utility of Playing a Simple Game." In Game Theory and Political Science, edited by P. C. Ordeshook. New York: New York University Press, 1978.
  • 2023
  • Working Paper

Personalized Game Design for Improved User Retention and Monetization in Freemium Games

By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing digital games is setting the level of difficulty, which essentially regulates the user’s ability to progress within the game. This aspect is particularly significant in... View Details
Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile and Wireless Technology; Customers; Retention; Product Design; Strategy
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Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
  • September 2010
  • Teaching Note

A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)

By: F. Warren McFarlan
Teaching Note for 309060. View Details
Keywords: Business Startups; Business or Company Management; Business Model; Internet and the Web; Games, Gaming, and Gambling; Partners and Partnerships; Competition; Social and Collaborative Networks; Video Game Industry; China
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McFarlan, F. Warren. "A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)." Harvard Business School Teaching Note 311-058, September 2010.
  • 02 Sep 2016
  • Op-Ed

The Twitter Election

trouble but project an authenticity welcomed by many voters. He is keeping his marketing powder dry until after Labor Day, gambling that Clinton's August advertising blitz will not yet have sealed his fate.Trump is clearly more... View Details
Keywords: by John Quelch and Thales Teixeira
  • 08 Aug 2023
  • Research & Ideas

The Rise of Employee Analytics: Productivity Dream or Micromanagement Nightmare?

With more data available than ever before, why would any executive gamble on a hunch—especially for decisions that involve their own employees? An emerging field that uses data to study human behavior at work, “people analytics” is... View Details
Keywords: by Ben Rand
  • March 2006 (Revised September 2006)
  • Case

Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel

By: Dennis Campbell, Francisco de Asis Martinez-Jerez, Marc Epstein and Joshua Bellin
The MGM Grand Hotel in Las Vegas had detailed information on loyal gaming customers, but could its information systems also be tailored to nongaming customers? As the nongaming business sectors became increasingly profitable both at the MGM Grand and in Las Vegas... View Details
Keywords: Games, Gaming, and Gambling; Customer Relationship Management; Customer Value and Value Chain; Entertainment and Recreation Industry; Accommodations Industry; Nevada
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Campbell, Dennis, Francisco de Asis Martinez-Jerez, Marc Epstein, and Joshua Bellin. "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel." Harvard Business School Case 106-029, March 2006. (Revised September 2006.)
  • 20 Jul 2009
  • Research & Ideas

Markets or Communities? The Best Ways to Manage Outside Innovation

Gamble and IBM have learned to do this—others can learn as well. In a similar way there is concern about loss of secrecy. The reality in most industries is that most firms have a reasonably good idea about the core products, services, and... View Details
Keywords: by Sean Silverthorne; Technology
  • 17 Mar 2021
  • Working Paper Summaries

Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment

Keywords: by Patrick J. Ferguson and Karim R. Lakhani
  • September 1979
  • Article

An Impossibility Result Concerning n-Person Bargaining Games

By: A. E. Roth
Keywords: Negotiation; Games, Gaming, and Gambling
Citation
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Roth, A. E. "An Impossibility Result Concerning n-Person Bargaining Games." International Journal of Game Theory 8, no. 3 (September 1979): 129–132.
  • 1978
  • Article

On Stochastic Games with Stationary Optimal Strategies

By: Truman F. Bewley and Elon Kohlberg
Keywords: Games, Gaming, and Gambling; Strategy
Citation
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Bewley, Truman F., and Elon Kohlberg. "On Stochastic Games with Stationary Optimal Strategies." Mathematics of Operations Research, no. 3 (1978): 104–125.
  • 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
Citation
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Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
  • September 1999
  • Case

Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)

By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Computer Industry
Citation
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Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
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