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- All HBS Web
(458)
- People (1)
- News (114)
- Research (294)
- Multimedia (1)
- Faculty Publications (202)
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- 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 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.
- 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 Oct 2013
- What Do You Think?
Is Leadership an Increasingly Difficult Balancing Act?
McDonald of Procter & Gamble and the company's shift to more emphasis on digital media as an example, commented that "it is possible to allow experimentation trial and error without the CEO looking foolish because he or she does... View Details
Keywords: by James Heskett
- 28 Oct 2013
- Research & Ideas
Responsible Leadership in an Unforgiving World
making leadership both more difficult and more rewarding than it was a generation ago. If critical decisions in the last century were typified by an all-or-nothing gamble on a new big new factory or business arm, then decisions in this... View Details
Keywords: by Michael Blanding
- 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.
- 2005
- Chapter
Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development
Many managers and academics today view outdoor exercises as simply "fun and games." However, framed correctly, outdoor leadership activities provide a uniquely effective method for leadership development. They allow participants to access and explore the deeper... View Details
Keywords: Learning; Games, Gaming, and Gambling; Leadership Development; Personal Development and Career; Business and Stakeholder Relations; Groups and Teams; Behavior; Emotions; Personal Characteristics; Alignment
Petriglieri, Gianpiero, and Jack D. Wood. "Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development." In Mastering Executive Education: How to Combine Content with Context and Emotion, edited by Paul J. Strebel and Tracy Keys, 252–266. London: Financial Times Prentice Hall, 2005.
- December 2024
- Case
Tencent Games
By: Rebecca Karp, Billy Chan and Nancy Hua Dai
For years, Tencent Games, a division of China’s largest internet company, had taken the lion’s share of revenue in the global gaming market with blockbuster titles such as “League of Legends” and “PUBG: Battlegrounds.” These games defined the game genres that they... View Details
- 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.)
- January 2018
- Case
Peak Games: Hiring Priorities in Times of Rapid Growth (A)
By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,... View Details
Keywords: Recruiting; Staffing; Emergent Countries; Entrepreneurial Management; Private Sector; Business Strategy; Decision; Growth Management; Games, Gaming, and Gambling; Selection and Staffing; Talent and Talent Management; Business Model; Growth and Development Strategy; Competitive Advantage; Value Creation; Organizational Culture; Decision Choices and Conditions; Technology Industry; Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
- 05 Feb 2009
- Research & Ideas
In Praise of Marketing
defined consumer segments or, indeed, of individual consumers. Engaged Consumers The interactive nature of the Internet means that customers are now engaged more than ever in the co-creation of brand meaning and the development of marketplace offerings. Procter &... View Details
- June 2024 (Revised June 2024)
- Case
Wemade: (Re)Establishing Trust in Blockchain Games (A)
By: Jung Koo Kang, Charles CY 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
- June 2024
- Case
Caesars Entertainment: Governance on the Road to Bankruptcy
By: Kristin Mugford
Caesars Entertainment was a large casino operator in the United States that had been purchased in a 2008 leveraged buyout by Apollo and TPG. In January 2015, Caesars Entertainment Operating Company (CEOC), its largest subsidiary, filed for Chapter 11. This set up a... View Details
Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Games, Gaming, and Gambling; Borrowing and Debt; Entertainment and Recreation Industry; Las Vegas
Mugford, Kristin. "Caesars Entertainment: Governance on the Road to Bankruptcy." Harvard Business School Case 224-108, June 2024.
- 26 Aug 2014
- First Look
First Look: August 26
influences risk-taking by enhancing one's sense of control. Across multiple inductions of guilt, we demonstrate that experimentally induced guilt enhances optimism about risks for the self (Study 1), preferences for gambles versus... View Details
Keywords: Sean Silverthorne
- 01 Dec 2003
- Research & Ideas
Sometimes Success Begins at Failure
manage Internet services. Seek external licenses. Through external licensing, projects that aren't being used internally might unlock additional revenues on the outside. Procter & Gamble follows this path as part of its "Connect... View Details
- 30 Oct 2005
- Research & Ideas
Tuning Jobs to Fit Your Company
external markets. In many companies, widening the span of influence counteracts the rigidity of organizational structures based on boxes and silos. For example, although global companies like Procter & Gamble need to be responsive to... View Details
Keywords: by Robert Simons
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the... View Details
Keywords: Games, Gaming, and Gambling; Product Development; Customer Satisfaction; Projects; Business or Company Management; Product Launch; Marketing Strategy; Decision Choices and Conditions; Industry Structures; Innovation Strategy; Entertainment and Recreation Industry; United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- 17 Jun 2013
- Research & Ideas
Advertising Symbiosis: The Key to Viral Videos
Old Spice's Twitter campaign. In 2010, Procter & Gamble launched a campaign where Facebook and Twitter users were encouraged to send messages to Isaiah Mustafa, the strapping spokesman for Old Spice who markets the idea that if men... View Details
- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- 08 Jan 2020
- Research & Ideas
NFL Head Coaches Are Getting Younger. What Can Organizations Learn?
team is choosing to gamble on unproven youngsters. After all, 66-year old Bruce Arians was just hired by Tampa Bay, while Denver is giving Vic Fangio, 60, his first shot as a head coach after 32 seasons of experience as an assistant... View Details