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- All HBS Web
(463)
- People (1)
- News (116)
- Research (297)
- Multimedia (1)
- Faculty Publications (204)
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- 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
- January 2009 (Revised January 2010)
- Case
Responding to the Wii?
By: Andrei Hagiu and Hanna Halaburda
After years of gaming console industry leadership, how should Sony respond to the overwhelming success of competitor Nintendo's user-friendly Wii over Sony's high-tech PlayStation 3? It was August 2008 and Kazuo Hirai, chief executive of Sony Computer Entertainment... View Details
Keywords: Games, Gaming, and Gambling; Two-Sided Platforms; Industry Structures; Competitive Strategy; Electronics Industry; Video Game Industry
Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii?" Harvard Business School Case 709-448, January 2009. (Revised January 2010.)
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060. View Details
- 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
- 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.)
- 14 Apr 2021
- Research & Ideas
The High Cost of the Slow COVID Vaccine Rollout
spending enough.” Government officials also may have worried they were gambling too much on vaccines that might not pan out. “Additionally, if you build production capacity far in advance, you might end up not using some of it because a... View Details
- 13 Apr 2015
- Research & Ideas
3 Ways Firms Can Profit From Environmental Investments
In the course of her work, Rebecca Henderson meets business executives who don't address the threat of climate change because they don't believe that it exists. Her recommendation: They should consider investments in environmental sustainability anyway, assuming that... View Details
- 02 May 2011
- Research & Ideas
Casino Payoff: Hands-Off Management Works Best
At the gambling meccas that employ them, they are called "casino hosts"—essentially front-line employees with nevertheless big responsibilities. These staffers work to develop one-on-one relationships with high-rollers to make sure they... View Details
- 12 Feb 2007
- Lessons from the Classroom
‘UpTick’ Brings Wall Street Pressure to Students
Students whose investments have fallen below margin requirement levels are being told they have sixty seconds to liquidate part of their portfolio to cover—effectively locking in a loss—or gamble that their investments will recover before... View Details
- 30 Apr 2001
- Research & Ideas
Big Companies, Big Opportunities—Big Questions
& Gamble Aguirre said the company followed several guiding principles in setting its Latin American strategy. It focused on strong global and regional brands, on global product development efforts, and also followed a regional product... View Details
Keywords: by Julie Jette
- 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
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- 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
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.)
- 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
- 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.
- June 2024 (Revised September 2024)
- Case
Major League Baseball: Changing the Rules of America's Pastime
By: Stephen A. Greyser, Mac Levin and Brent Schwarz
This case describes the efforts of Major League Baseball (MLB) to make meaningful changes in the rules affecting the ways the game is played. These changes are intended to speed the pace of the game and make it more appealing to younger fans. The principal changes... View Details
Keywords: Change Management; Age; Games, Gaming, and Gambling; Leading Change; Organizational Change and Adaptation; Demand and Consumers; Sports Industry
Greyser, Stephen A., Mac Levin, and Brent Schwarz. "Major League Baseball: Changing the Rules of America's Pastime." Harvard Business School Case 924-307, June 2024. (Revised September 2024.)
- November 2024
- Case
AlphaGo (A): Birth of a New Intelligence
By: Shikhar Ghosh and Shweta Bagai
This case, the first of a three-part series, traces DeepMind's evolution from its 2010 founding through its acquisition by Google in 2014. Often referred to as the "Apollo project" of artificial intelligence, DeepMind used games as a testing ground to develop AI... View Details
Keywords: AI and Machine Learning; Technology Adoption; Games, Gaming, and Gambling; Technological Innovation; Creativity; Technology Industry; South Korea; China; United States
Ghosh, Shikhar, and Shweta Bagai. "AlphaGo (A): Birth of a New Intelligence." Harvard Business School Case 825-073, November 2024.
- 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; Accounting Industry; Information Technology Industry; Video Game Industry; South Korea
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.)
- 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
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.)