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  • All HBS Web  (1,741)
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  • All HBS Web  (1,741)
    • People  (4)
    • News  (343)
    • Research  (1,086)
    • Events  (3)
    • Multimedia  (9)
  • Faculty Publications  (701)
← Page 15 of 1,741 Results →
  • December 2012 (Revised April 2025)
  • Case

AmTran Technology Ltd.

By: Willy Shih, Jyun-Cheng Wang and Karen E. Robinson
As an original design manufacturer (ODM) of television sets and leading supplier to Vizio, a market leader in the U.S. for LCD flat panel TVs, AmTran Technology Ltd. uses what founder Alpha Wu describes as a "WE" model in which western companies perform sales,... View Details
Keywords: Modularity; Technology Transitions; Analog; Digital; Television; TV; Flat-panel; ATSC; NTSC; Video; Global Strategy; Innovation and Management; Innovation Leadership; Innovation Strategy; Technological Innovation; Growth and Development Strategy; Product Development; Product Design; Supply Chain; Business Strategy; Competitive Strategy; Technology Adoption; Digital Platforms; Electronics Industry; Taiwan; United States; Japan
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Shih, Willy, Jyun-Cheng Wang, and Karen E. Robinson. "AmTran Technology Ltd." Harvard Business School Case 613-069, December 2012. (Revised April 2025.)
  • 2004
  • Case

Hasbro Interactive

By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically.... View Details
Keywords: Expansion; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
  • September 2022 (Revised January 2025)
  • Case

The Pokémon Company: Evolving into an Everlasting Brand

By: Tomomichi Amano and Masaki Nomura
Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that... View Details
Keywords: Advertising; Brands and Branding; Marketing Strategy; Consumer Behavior; Growth and Development Strategy; Video Game Industry; Japan
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Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022. (Revised January 2025.)
  • 16 Mar 2022
  • Blog Post

Taking Your Shot in the Sports Industry with Adam Laitsas (MBA 2016), SVP, Head of Marketing for Madison Square Garden Sports

well known in the sports industry and he was named to Portland Business Journal’s 40 Under 40 in 2020 as a next executive to watch. The role at MSG overseeing marketing for the Knicks, Rangers, Counter Logic Gaming, Westchester Knicks,... View Details
  • 20 Sep 2021
  • Blog Post

Taking Your Shot in the Sports Industry with Adam Laitsas (MBA 2016), SVP, Head of Marketing for Madison Square Garden Sports Corp.

known in the sports industry and he was named to Portland Business Journal’s 40 Under 40 in 2020 as a next executive to watch. The role at MSG overseeing marketing for the Knicks, Rangers, Counter Logic Gaming, Westchester Knicks, and... View Details
  • 12 Mar 2006
  • Research & Ideas

New Research Explores Multi-Sided Markets

Xbox, make their profits from game developers through royalties and incur losses on the sale of consoles to users by pricing them below cost. The key reason is that two-sided platforms must solve a chicken-and-egg problem. For example,... View Details
Keywords: by Sean Silverthorne; Technology
  • April 2016 (Revised June 2019)
  • Case

The Walt Disney Studios

By: Anita Elberse
In December 2015, Alan Horn, chairman of The Walt Disney Studios, celebrates the world premiere of Star Wars: The Force Awakens—only the latest in a string of big bets that he has overseen. Disney pursues a “tentpole strategy” that revolves around at least eight... View Details
Keywords: Entertainment; Movie Industry; Film; Creative Industries; Product Portfolio Management; Innovation; Branding; Talent; Blockbuster; Superstar; Film Entertainment; Media; Strategy; Talent and Talent Management; Creativity; Product Launch; Brands and Branding; Product Development; Marketing; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Elberse, Anita. "The Walt Disney Studios." Harvard Business School Case 516-105, April 2016. (Revised June 2019.)
  • April 2012 (Revised April 2013)
  • Case

Mekanism: Engineering Viral Marketing

By: Thales S. Teixeira and Alison Caverly
Mekanism introduces students to a digital media production company specializing in creating viral marketing campaigns for advertising agencies and clients (e.g., Microsoft, AXE, eBay, Toyota, etc.) Mekanism has grown tremendously from 2007 to 2010 in part due to the... View Details
Keywords: Viral Marketing; Viral Advertising; Core Competencies; Growth Strategy; Online Media; Videos; Advertising Media; Internet and the Web; Expansion; Media; Marketing; Advertising; Advertising Industry; North and Central America
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Teixeira, Thales S., and Alison Caverly. "Mekanism: Engineering Viral Marketing." Harvard Business School Case 512-010, April 2012. (Revised April 2013.)
  • November 2018 (Revised February 2019)
  • Teaching Plan

Gimlet Media: A Podcasting Startup

By: John Deighton and Leora Kornfeld
When digital distribution becomes an option for an analog industry, the effects on the incumbents can be devastating. Is podcasting the beginning of the end of radio? Can it do what streaming video did to television and websites did to print? Two former public radio... View Details
Keywords: Platforms And Ecosystems; Startup; Creative Industries; Digital Marketing; Podcasting; Business Startups; Media; Entertainment; Growth and Development Strategy; Digital Platforms; United States
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Deighton, John, and Leora Kornfeld. "Gimlet Media: A Podcasting Startup." Harvard Business School Teaching Plan 919-405, November 2018. (Revised February 2019.)
  • 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; Entertainment and Recreation Industry
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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.
  • September 2012 (Revised March 2014)
  • Case

Videogames: Clouds on the Horizon?

By: Andrei Hagiu and Kerry Herman
Since the creation of the first videogame systems in the 1970s, the videogame industry has undergone numerous transformations as new technologies and market entrants fundamentally changed the gaming experience of customers. In the early 21st century, customers began... View Details
Keywords: Technological Innovation; Strategy; Industry Growth; Video Game Industry
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Hagiu, Andrei, and Kerry Herman. "Videogames: Clouds on the Horizon?" Harvard Business School Case 713-424, September 2012. (Revised March 2014.)
  • 2024
  • Working Paper

What Makes Players Pay? An Empirical Investigation of In-Game Lotteries

By: Tomomichi Amano and Andrey Simonov
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Paid loot boxes are contentious. Game producers argue that loot boxes complement the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game.... View Details
Keywords: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
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Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper Series, No. 4355019, June 2024.
  • October 2015
  • Teaching Plan

The Coca-Cola Company's Case for Creative Transformation

By: Thales Teixeira
This Teaching Plan is to be used with the Video Case "The Coca-Cola Company's Case for Creative Transformation" (HBS No. 815-714) View Details
Keywords: Attention Economics; Creating Connections; Digital Marketing; Marketing Innovations; Social Networks; Advertising Content; Networked Brand; Beverage Industry; Coca-Cola; Digital Innovation; Digital Transition; Marketing; Marketing Communications; Innovation Strategy; Social and Collaborative Networks; Advertising; Creativity; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry
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Teixeira, Thales. "The Coca-Cola Company's Case for Creative Transformation." Harvard Business School Teaching Plan 516-038, October 2015.
  • 2010
  • Article

Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

By: Feng Zhu and Michael Zhang
This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and games... View Details
Keywords: Internet Marketing; Online Consumer Reviews; Word Of Mouth; Long Tail; Internet and the Web; Marketing Reference Programs; Digital Marketing; Video Game Industry
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Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
  • 01 Oct 2012
  • News

Better by the Bundle?

  • 10 May 2018
  • News

'Candy Crush' Was a Blockbuster; Can King Digital Capitalize?

  • 14 Apr 2020
  • News

Fortnite Was a Blockbuster for Epic Games, What’s the Encore?

  • January 2016
  • Teaching Note

Take-Two Interactive Software, Inc.

By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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Gupta, Sunil, and Margaret Rodriguez. "Take-Two Interactive Software, Inc." Harvard Business School Teaching Note 516-070, January 2016.
  • December 2016
  • Supplement

Ron Johnson: A Career in Retail

By: Ryan Raffaelli, Joshua D. Margolis and Das Narayandas
This is a video supplement, to be used when teaching the Ron Johnson case. See abstract:

In April 2013, Ron Johnson (HBS '84) stepped down after just 18 months as CEO of J.C. Penney. In his brief tenure, Johnson, an acclaimed retailer respected for his... View Details
Keywords: Leadership; Leadership Development; Legal Industry; Procurement; Professional Service Firms; Pricing; Competition; Organizational Behavior; Change Management; Innovation Leadership; Situation or Environment; Failure; Management Teams; Brands and Branding; Retail Industry; United States
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Raffaelli, Ryan, Joshua D. Margolis, and Das Narayandas. "Ron Johnson: A Career in Retail." Harvard Business School Multimedia/Video Supplement 417-704, December 2016.

    Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

    This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and... View Details
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