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  • February 2010 (Revised June 2014)
  • Supplement

CityCenter (C): Turmoil and Choices

By: John D. Macomber
"CityCenter (C)" follows the (A) and (B) cases chronologically. The (C) case explores the decisions facing MGM MIRAGE following a lawsuit by partner Dubai World and suspension of Dubai World's cash contributions to the project in early 2009. Issues include the... View Details
Keywords: Lawsuits and Litigation; Private Equity; Games, Gaming, and Gambling; Decisions; Partners and Partnerships; Conflict and Resolution; Entertainment and Recreation Industry; Nevada
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Macomber, John D. "CityCenter (C): Turmoil and Choices." Harvard Business School Supplement 210-066, February 2010. (Revised June 2014.)
  • November 2006
  • Background Note

Technical Game Theory Note #1: Solving Bi-matrix Games

By: Dennis A. Yao
Explains how to solve bi-matrix games and introduces the Nash Equilibrium concept. View Details
Keywords: Game Theory; Mathematical Methods; Learning; Balance and Stability; Planning; Strategic Planning; Performance Improvement; Strategy; Games, Gaming, and Gambling
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Yao, Dennis A. "Technical Game Theory Note #1: Solving Bi-matrix Games." Harvard Business School Background Note 707-476, November 2006.
  • November 2024
  • Supplement

AlphaGo (B): Birth of a New Intelligence

By: Shikhar Ghosh and Shweta Bagai
This case, the second in a three-part series, explores DeepMind's evolution from developing game-specific AI to more generalized learning systems. Following AlphaGo's 2017 victory over the Go world champion, DeepMind introduced two revolutionary systems that eliminated... View Details
Keywords: AI and Machine Learning; Games, Gaming, and Gambling; Technological Innovation; Disruptive Innovation; Innovation Leadership; Information Technology Industry; United States; Russia; China
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Ghosh, Shikhar, and Shweta Bagai. "AlphaGo (B): Birth of a New Intelligence." Harvard Business School Supplement 825-074, November 2024.
  • 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
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Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
  • 12 Jun 2006
  • Research & Ideas

The Promise of Channel Stewardship

Gamble or American Airlines); the maker of a key component (such as microchip maker Intel); the supplier or assembler (such as Dell or Arrow Electronics); or the distributor (such as W. W. Grainger) or retailer (such as Wal-Mart). A... View Details
Keywords: by V. Kasturi Rangan & Marie Bell; Consumer Products
  • 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
Keywords: by Michael Blanding; Health
  • 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
Keywords: by Dennis Fisher; Entertainment & Recreation
  • 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
Keywords: by Julia Hanna; Financial Services; Education
  • 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
  • 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
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Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
  • 22 Mar 2011
  • First Look

First Look: March 22

to create substantial wealth for the company's shareholders would be lost. As it was, the company's founder and CEO had already gambled by investing in enough production capacity for acceptance in the niche beverage market-before a market... View Details
Keywords: Sean Silverthorne
  • 15 Dec 2009
  • First Look

First Look: Dec. 15, 2009

on its way to the successful creation of an entirely new business segment. Purchase this case: http://cb.hbsp.harvard.edu/cb/product/410052-PDF-ENG Gillette Company (E): Procter & Gamble Rosabeth Moss Kanter and Matthew BirdHarvard... View Details
Keywords: Martha Lagace
  • January 2005 (Revised August 2006)
  • Case

Lean Forward Media

By: Teresa M. Amabile and Victoria Winston
Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in... View Details
Keywords: Decision Choices and Conditions; Early Childhood Education; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Management Practices and Processes; Risk Management; Partners and Partnerships; Opportunities; Creativity
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Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
  • 01 Nov 2012
  • Research & Ideas

Book Excerpt: Judgment Calls

this kind of enterprise "is the worst business in the world. Period. The end." He was smart and ambitious enough as a young man to get himself into the Harvard Business School—though he also managed to lose his student loan on the first day of class by View Details
Keywords: by Thomas H. Davenport & Brook Manville; Consumer Products
  • 24 Sep 2001
  • Research & Ideas

Why the Internet Doesn’t Change Everything

where rebels like Bishop Gaillot reside. There are pornography sites accessible to straitlaced Singaporeans, Liberian gambling dens, and secluded banking services run from the tiny island of Anguilla. There are networks of Burmese... View Details
Keywords: by Debora L. Spar
  • November 2017
  • Teaching Note

Reinventing Best Buy

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-455. On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales.... View Details
Keywords: Best Buy; Hubert Joly; Renew Blue; Showrooming; Webrooming; E-commerce; E-Commerce Strategy; Online Retail; Multichannel Retailing; Omnichannel; Marketplaces; Turnaround; Consumer Electronics; Consumer Electronics Accessories; Appliances; Stores-within-stores; Store Experience; Store Size; Store Pickup; Store Management; Delivery; Delivery Models; Amazon; Amazon.com; Pricing Strategy; Business Subsidiaries; Business Units; Business Growth and Maturation; Business Model; For-Profit Firms; Customer Focus and Relationships; Customer Satisfaction; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Theater Entertainment; Price; Profit; Revenue; Geographic Scope; Multinational Firms and Management; Business History; Cost; Selection and Staffing; Reports; Technological Innovation; Job Cuts and Outsourcing; Human Capital; Leading Change; Business or Company Management; Goals and Objectives; Growth and Development; Growth and Development Strategy; Management Teams; Brands and Branding; Product Marketing; Consumer Behavior; Demand and Consumers; Media; Distribution; Order Taking and Fulfillment; Distribution Channels; Infrastructure; Product; Service Delivery; Service Operations; Organizational Change and Adaptation; Public Ownership; Problems and Challenges; Programs; Groups and Teams; Sales; Salesforce Management; Strategy; Adaptation; Business Strategy; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Expansion; Technology; Hardware; Information Technology; Internet; Mobile Technology; Online Technology; Search Technology; Software; Web; Web Sites; Wireless Technology; Resource Allocation; Computer Industry; Electronics Industry; Entertainment and Recreation Industry; Information Technology Industry; Retail Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; United States; Minnesota; Minneapolis; Saint Paul; St. Paul
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Wells, John R., and Gabriel Ellsworth. "Reinventing Best Buy." Harvard Business School Teaching Note 718-442, November 2017.
  • 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
Keywords: by John Quelch; Advertising
  • 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
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Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
  • 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
  • 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
Keywords: Decisions; Games, Gaming, and Gambling; Collaborative Innovation and Invention; Innovation and Management; Innovation Strategy; Growth and Development Strategy; Product Development; Organizational Culture; Business Strategy; Investment; Competitive Strategy; Video Game Industry; Europe; China
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Karp, Rebecca, Billy Chan, and Nancy Hua Dai. "Tencent Games." Harvard Business School Case 725-411, December 2024.
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