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  • All HBS Web  (195)
    • News  (56)
    • Research  (118)
    • Events  (1)
  • Faculty Publications  (46)

Show Results For

  • All HBS Web  (195)
    • News  (56)
    • Research  (118)
    • Events  (1)
  • Faculty Publications  (46)
← Page 2 of 195 Results →
  • 09 Mar 2016
  • Lessons from the Classroom

In This Classroom, Beer Can Improve Your Grade

simulations, but Strategic Brew stands alone in scope. All 940 first-year students play the game simultaneously as part of the required Strategy course. Roughly 40 faculty and project members manage and supervise the events. “It’s a... View Details
Keywords: by Roberta Holland; Education; Food & Beverage
  • 09 Mar 2016
  • News

In This Classroom, Beer Can Improve Your Grade

  • September 2019 (Revised May 2021)
  • Case

pymetrics: Early Days

By: John R. Wells and Benjamin Weinstock
In 2013, CEO Frida Polli was contemplating the next steps for her start-up business, pymetrics. After receiving her PhD in neuropsychology and MBA from HBS, she was determined to put her scientific and academic knowledge to work to build a business solving real world... View Details
Keywords: BrainTech; Psychology; Hiring; Games; Entrepreneur; Start-up; Start-up Growth; Strategic Change; Strategy Formulation; Recruiting; Corporate Culture; Hiring Of Employees; Start-ups; Startup; Startups; Recruitment; Selection and Staffing; Business Startups; Strategy; Competition; Organizational Culture
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Wells, John R., and Benjamin Weinstock. "pymetrics: Early Days." Harvard Business School Case 720-374, September 2019. (Revised May 2021.)
  • 30 Aug 2021
  • News

Kominers’s Conundrums: A Heist Leads to a Virtual Adventure

  • August 2001 (Revised September 2002)
  • Case

Sony PlayStation2 (A)

By: Rohit Deshpande and Seth Schulman
In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Computer Industry; United States
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Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
  • August 2015 (Revised June 2021)
  • Case

Amazon.com, 2021

By: John R. Wells, Benjamin Weinstock, Gabriel Ellsworth and Galen Danskin
In February 2021, Amazon announced 2020 operating profits of $22,899 million, up from $2,233 million in 2015, on sales of $386 billion, up from $107 billion five years earlier (see Exhibit 1). The shareholders expressed their satisfaction (see Exhibit 2), but not all... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Internet; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Digital Platforms; Competition; Internet and the Web; Corporate Strategy; Digital Marketing; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Information Infrastructure; Information Technology; Mobile and Wireless Technology; Price; Applications and Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; Washington (state, US); Seattle
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Wells, John R., Benjamin Weinstock, Gabriel Ellsworth, and Galen Danskin. "Amazon.com, 2021." Harvard Business School Case 716-402, August 2015. (Revised June 2021.)
  • 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; Video Game Industry; Video Game Industry
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Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii?" Harvard Business School Case 709-448, January 2009. (Revised January 2010.)
  • Article

A Choice Prediction Competition for Market Entry Games: An Introduction

By: Ido Erev, Eyal Ert and Alvin E. Roth
A choice prediction competition is organized that focuses on decisions from experience in market entry games (http://sites.google.com/site/gpredcomp/ and http://www.mdpi.com/si/games/predict-behavior/). The competition is based on two experiments: An estimation... View Details
Keywords: Experience and Expertise; Decision Choices and Conditions; Forecasting and Prediction; Learning; Market Entry and Exit; Game Theory; Behavior; Competition
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Erev, Ido, Eyal Ert, and Alvin E. Roth. "A Choice Prediction Competition for Market Entry Games: An Introduction." Special Issue on Predicting Behavior in Games. Games 1, no. 2 (June 2010): 117–136.
  • 01 Oct 2012
  • Research & Ideas

Better by the Bundle?

says. All kinds of products are sold in bundles. Microsoft Office is sold as a bundle of computer software, including Word, Excel, and PowerPoint. Cable companies offer their channels in bundle packages. Even a music CD is essentially a... View Details
Keywords: by Dina Gerdeman
  • October 2024 (Revised April 2025)
  • Case

Nvidia

By: Andy Wu and Matt Higgins
This case study examines Nvidia's strategic pivot from gaming GPUs to becoming a leader in general-purpose computing and AI. It explores how Nvidia leveraged its GPU architecture to dominate the growing fields of data center acceleration and AI training, outpacing... View Details
Keywords: Strategy; Technological Innovation; AI and Machine Learning; Product Development; Manufacturing Industry; Technology Industry; Electronics Industry; United States; China; Taiwan
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Wu, Andy, and Matt Higgins. "Nvidia." Harvard Business School Case 725-383, October 2024. (Revised April 2025.)

    Feng Zhu

    Feng Zhu is the MBA Class of 1958 Professor of Business Administration at Harvard Business School, where he leads the Platform Lab within the Digital, Data, and Design Institute, co-chairs the Harvard Business Analytics Program, and serves as the course head for the... View Details

    • November 2017
    • Teaching Note

    Amazon.com, 2016

    By: John R. Wells and Gabriel Ellsworth
    Teaching Note for HBS No. 716-402. On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and... View Details
    Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Market Platforms; Two-Sided Platforms; Competition; Internet; Corporate Strategy; Online Advertising; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Hardware; Information Technology; Mobile Technology; Online Technology; Technology Networks; Technology Platform; Web; Web Sites; Price; Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; Washington (state, US); Seattle
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    Wells, John R., and Gabriel Ellsworth. "Amazon.com, 2016." Harvard Business School Teaching Note 718-441, November 2017.
    • 12 Mar 2006
    • Research & Ideas

    New Research Explores Multi-Sided Markets

    sellers), ad-supported media (ad sponsors and readers/viewers), computer operating systems (application developers and users), videogame consoles (game developers and geeks), shopping malls (retailers and consumers), digital media... View Details
    Keywords: by Sean Silverthorne; Technology
    • 01 May 2008
    • Research & Ideas

    The Marketing Challenges of the China Olympics

    Take Lenovo, for example. The fourth largest personal computer manufacturer in the world is the first and only Chinese company to be a global sponsor of an Olympics. Lenovo's investment in the Games is... View Details
    Keywords: by John Quelch; Sports
    • 30 Nov 2016
    • HBS Seminar

    Melissa Valentine and Michael Bernstein, Stanford University

    • 07 Apr 2022
    • Blog Post

    Product Management at HBS: Roll Up Your Sleeves and Learn by Doing

    manager in the video game industry. For me, it's the perfect combination of an empathetic understanding of the gaming customer, a medium to enable the strength of others, and a way to foster my love for... View Details
    • 2008
    • Working Paper

    On Best-Response Bidding in GSP Auctions

    By: Matthew Cary, Aparna Das, Benjamin Edelman, Ioannis Giotis, Kurtis Heimerl, Anna R. Karlin, Claire Mathieu and Michael Schwarz
    How should players bid in keyword auctions such as those used by Google, Yahoo! and MSN? We model ad auctions as a dynamic game of incomplete information, so we can study the convergence and robustness properties of various strategies. In particular, we consider... View Details
    Keywords: Online Advertising; Auctions; Bids and Bidding; Game Theory; Mathematical Methods; Competitive Strategy
    Citation
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    Cary, Matthew, Aparna Das, Benjamin Edelman, Ioannis Giotis, Kurtis Heimerl, Anna R. Karlin, Claire Mathieu, and Michael Schwarz. "On Best-Response Bidding in GSP Auctions." Harvard Business School Working Paper, No. 08-056, January 2008.
    • 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; Computer 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.
    • 02 Dec 2002
    • Research & Ideas

    The Secret of How Microsoft Stays on Top

    Knowledge editor, Sean Silverthorne, Iansiti and MacCormack discuss their findings.Silverthorne: Although many large companies have been swamped by so-called disruptive technologies, Microsoft has remained at the top of its game for more... View Details
    Keywords: by Sean Silverthorne
    • October 2007
    • Article

    The Art of Designing Markets

    By: Alvin E. Roth
    Traditionally, markets have been viewed as simply the confluence of supply and demand. But to function properly, they must be able to attract a sufficient number of buyers and sellers, induce participants to make their preferences clear, and overcome congestion by... View Details
    Keywords: Market Design; Market Participation; Market Transactions; Information Technology; Internet and the Web
    Citation
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    Roth, Alvin E. "The Art of Designing Markets." Harvard Business Review 85, no. 10 (October 2007): 118–126.
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