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Publications

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  • All HBS Web  (777)
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    • News  (192)
    • Research  (505)
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Show Results For

  • All HBS Web  (777)
    • People  (2)
    • News  (192)
    • Research  (505)
    • Events  (1)
    • Multimedia  (2)
  • Faculty Publications  (280)
← Page 2 of 777 Results →
  • Program

Changing the Game

HBS case method. Review Our Campus Health & Safety Protocols Admissions Criteria and Process When considering applications for this program, the Admissions Committee seeks a balance of organization and industry representation, as well as... View Details
  • March 2008 (Revised April 2008)
  • Case

Sony PlayStation 3: Game Over?

By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
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Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (B): Nintendo Power

Tells the story of Nintendo's revival of the home video game industry in the mid-1980s and its dominance of the market in the late 1980s and early 1990s. Strategic issues addressed include the creation of value by sparking dormant demand and the capture of value... View Details
Keywords: Competitive Strategy; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (B): Nintendo Power." Harvard Business School Case 701-092, February 2001. (Revised June 2001.)
  • November 2023
  • Case

Axie Infinity: Video Game Meets Blockchain

By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's... View Details
Keywords: Blockchain; Business Model; Games, Gaming, and Gambling; Currency; Innovation and Management; Business Strategy; Video Game Industry
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Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
  • November 2018 (Revised April 2019)
  • Case

Nike: Changing the Sneakers Game

By: Anita Elberse, Bryce Aiken and Howard Johnson
“Our goal is to be the kind of start-up that would terrify Nike—if Nike didn’t already own us.” Ron Faris, general manager of S23NYC, a Manhattan-based digital studio owned by sports apparel giant Nike, is on the phone with Adam Sussman, Nike’s chief digital officer.... View Details
Keywords: Digital Technology; Apparel; Fashion; Superstar; Innovation; General Management; Mobile and Wireless Technology; Strategy; Marketing Strategy; Innovation and Invention; Management; Sports; Entertainment; Digital Strategy; Apparel and Accessories Industry
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Elberse, Anita, Bryce Aiken, and Howard Johnson. "Nike: Changing the Sneakers Game." Harvard Business School Case 519-039, November 2018. (Revised April 2019.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64

Nintendo must make some important decisions regarding relationships with third-party game developers. This is part of a case series examining the competitive dynamics in the home video game industry from 1970 into the new millennium. A rewritten version of an earlier... View Details
Keywords: Competition; Marketing; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64." Harvard Business School Case 701-101, June 2001.
  • August 2008 (Revised April 2012)
  • Supplement

Real Property Negotiation Game (B): Buyer

By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. The buyer case for the... View Details
Keywords: Property; Negotiation; Decision Making; Real Estate Industry
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Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (B): Buyer." Harvard Business School Supplement 209-032, August 2008. (Revised April 2012.)
  • February 1995 (Revised July 1995)
  • Case

Power Play (A): Nintendo in 8-bit Video Games

The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Keywords: Value Creation; Lawfulness; Competitive Advantage; Monopoly; Video Game Industry; Japan
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Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
  • 01 Dec 2002
  • News

More than a Game

Serious fun: Old Boys returned from around the world for their annual match with the HBS Rugby Club Photography by Ben Staples It is said that soccer is a game for gentlemen played by barbarians, whereas rugby — a grueling physical... View Details
Keywords: Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • 12 May 2014
  • News

How Activist Investors Change the Game

  • 15 Apr 2010
  • News

A (Literal) Game Changer

Keywords: Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (F): The Fall of 3DO

Outlines the events leading up to 3DO's exit from the home video game licensing business. 3DO's business model is considered flawed because of its incompatibility with industry structure and economics. View Details
Keywords: Competition; Market Entry and Exit; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (F): The Fall of 3DO." Harvard Business School Case 701-096, June 2001.
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (A): The Age of Atari

Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari grew from a $500 initial investment into a $2 billion in revenues per year enterprise, becoming the fastest... View Details
Keywords: Competitive Strategy; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (A): The Age of Atari." Harvard Business School Case 701-091, February 2001. (Revised June 2001.)
  • December 2004
  • Case

Hasbro Games -- POX (B)

By: David B. Godes and Elie Ofek
Keywords: Video Game Industry
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Godes, David B., and Elie Ofek. "Hasbro Games -- POX (B)." Harvard Business School Case 505-047, December 2004.
  • 02 Nov 2018
  • News

Hunting Big Game in Commercial Space

  • June 2024
  • Teaching Note

Dirk Nowitzki: Changing the Game

By: Boris Groysberg, Katherine Connolly Baden and Robin Abrahams
Teaching Note for HBS Case No. 420-031. NBA Superstar Dirk Nowitzki was unsure whether the 2018-19 season would be his last as an NBA player. He had not faced such uncertainty since 1998, when he had navigated a difficult decision regarding the timing of his move to... View Details
Keywords: Problems and Challenges; Practice; Retirement; Work-Life Balance; Success; Knowledge Acquisition; Knowledge Sharing; Knowledge Use and Leverage; Growth and Development; Philanthropy and Charitable Giving; Performance; Sports Industry; United States
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Groysberg, Boris, Katherine Connolly Baden, and Robin Abrahams. "Dirk Nowitzki: Changing the Game." Harvard Business School Teaching Note 424-100, June 2024.
  • July 2011 (Revised September 2011)
  • Case

Game Time Decision for AppDirect

By: Andrei Hagiu, Laura Arjona and Emily Zhang
AppDirect is a start-up that offers small businesses software-as-a-service solutions through a business app marketplace and portal. Daniel Saks, co-founder and co-CEO, is faced with the key question of deciding distribution strategy: should AppDirect find channel... View Details
Keywords: Digital Platforms; Distribution; Applications and Software; Innovation Strategy; Entrepreneurship; Business Growth and Maturation; Competitive Strategy; Information Technology Industry; United States
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Hagiu, Andrei, Laura Arjona, and Emily Zhang. "Game Time Decision for AppDirect." Harvard Business School Case 712-410, July 2011. (Revised September 2011.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo

Nintendo must make some important decisions related to the launch and design of the successor to its 16-bit Super NES console. A rewritten version of an earlier case. This is part of a case series examining the competitive dynamics in the home video game industry from... View Details
Keywords: Competition; Product Design; Product Launch; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo." Harvard Business School Case 701-100, June 2001.
  • August 2021
  • Supplement

Dirk Nowitzki: Changing the Game

By: Boris Groysberg
NBA Superstar Dirk Nowitzki was unsure whether the 2018–2019 season would be his last as an NBA player. He had not faced such uncertainty since 1998, when he had navigated a difficult decision regarding the timing of his move to the NBA. He also did not know what he... View Details
Keywords: Career Decisions; Career Journey; "Sports Organizations,; Mentoring; Retirement; Sports; Performance; Training; Personal Development and Career; Decision Making; Talent and Talent Management; Sports Industry; United States
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Groysberg, Boris. "Dirk Nowitzki: Changing the Game." Harvard Business School Multimedia/Video Supplement 421-710, August 2021.
  • January 2010
  • Teaching Note

Real Property Negotiation Game (TN)

By: Arthur I Segel, John Vogel and Justin Seth Ginsburgh
Teaching Note for [209031], [209032], [209034], [209036], [209037], [209038], and [209039]. View Details
Keywords: Real Estate Industry; Raleigh; Las Vegas
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Segel, Arthur I., John Vogel, and Justin Seth Ginsburgh. "Real Property Negotiation Game (TN)." Harvard Business School Teaching Note 210-048, January 2010.
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