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  • April 1995 (Revised July 1995)
  • Case

Power Play (B): Sega in 16-bit Video Games

Home video-game systems were pioneered by the U.S. company Atari in the mid-1970s. After going through boom and bust in the early 1980s, the industry was resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video-game system, Nintendo... View Details
Keywords: Information Technology; Competition; Video Game Industry; Japan; United States
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Brandenburger, Adam M. "Power Play (B): Sega in 16-bit Video Games." Harvard Business School Case 795-103, April 1995. (Revised July 1995.)
  • August 2021
  • Supplement

The London 2012 Olympic Games Video Supplement

By: John T. Gourville
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Gourville, John T. "The London 2012 Olympic Games Video Supplement." Harvard Business School Multimedia/Video Supplement 521-718, August 2021.
  • May 2008
  • Supplement

Hasbro Games -- POX (A) and (B), Supporting Video

By: Elie Ofek
The video contains advertisements and media related clips regarding the launch of Hasbro's POX handheld game. View Details
Keywords: Media; Advertising; Product Launch; Entertainment and Recreation Industry
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Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
  • April 1995 (Revised July 1995)
  • Case

Power Play (C): 3DO in 32-bit Video Games

The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about... View Details
Keywords: Information Technology; Competition; Product Marketing; Video Game Industry
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Brandenburger, Adam M. "Power Play (C): 3DO in 32-bit Video Games." Harvard Business School Case 795-104, April 1995. (Revised July 1995.)
  • February 1986
  • Supplement

Kedaung Industrial Ltd., Video

By: Louis T. Wells Jr.
Presents an interview with the Indonesian partner of Corning Glass Works' investment in Indonesia. The first part of the interview sets out the original decisions made by the partners. It serves to introduce the partners to the class and to help them decide whether to... View Details
Keywords: Partners and Partnerships; Decisions; Investment; Consumer Products Industry; Indonesia
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Wells, Louis T., Jr. "Kedaung Industrial Ltd., Video." Harvard Business School Video Supplement 886-532, February 1986.
  • 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.
  • February 2002 (Revised May 2002)
  • Background Note

That's a Wrap: The Dynamics of the Video Rental Industry

By: V.G. Narayanan and Lisa Brem
The history, current dynamics, and future trends of the $10 billion home video rental industry provides a platform to discuss revenue-sharing contracts between suppliers of home videocassettes and retailers. View Details
Keywords: Contracts; Motivation and Incentives; Supply Chain Management; Revenue; Financial Strategy; Motion Pictures and Video Industry
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Narayanan, V.G., and Lisa Brem. "That's a Wrap: The Dynamics of the Video Rental Industry." Harvard Business School Background Note 102-051, February 2002. (Revised May 2002.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (I): The Sony PlayStation

Describes Sony's entry into the home video-game market and its strategy for gaining market share. A rewritten version of an earlier case. View Details
Keywords: Competition; Market Entry and Exit; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (C): The Sega Genesis

Describes the launch of Sega's 16-bit Genesis console in 1988 and its effect on competitor Nintendo. A rewritten version of an earlier case. View Details
Keywords: Competitive Advantage; Competitive Strategy; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (C): The Sega Genesis." Harvard Business School Case 701-093, February 2001. (Revised June 2001.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (D): The Nintendo Super NES

Sets the scene for Nintendo's launch of its Super NES console in Japan and in the United States and describes consumer reaction to the console versus that of its major competitor at the time, Sega. A rewritten version of an earlier case. View Details
Keywords: Competition; Video Game Industry; Japan; United States
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, June 2001.
  • February 2001 (Revised July 2001)
  • Case

Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn

Outlines the events leading up to the Sega's launch of its 32-bit console named Saturn. View Details
Keywords: Competitive Strategy; Product Launch; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn." Harvard Business School Case 701-097, February 2001. (Revised July 2001.)
  • Jun 2004
  • Conference Presentation

Marketing Sequels Of Creative Goods: The Case of Video Games

By: Anita Elberse and Marco Bertini
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Elberse, Anita, and Marco Bertini. "Marketing Sequels Of Creative Goods: The Case of Video Games." Paper presented at the INFORMS Marketing Science Conference, Rotterdam, June 2004.
  • April 2014
  • Article

The Cost of High-Powered Incentives: Employee Gaming in Enterprise Software Sales

By: Ian Larkin
This paper investigates the pricing distortions that arise from the use of a common non-linear incentive scheme at a leading enterprise software vendor. The empirical results demonstrate that salespeople are adept at gaming the timing of deal closure to take advantage... View Details
Keywords: Incentives; Motivation; Compensation; Gaming; Sales Force Management; Motivation and Incentives; Salesforce Management; Software; Compensation and Benefits; Information Technology Industry
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Larkin, Ian. "The Cost of High-Powered Incentives: Employee Gaming in Enterprise Software Sales." Journal of Labor Economics 32, no. 2 (April 2014): 199–227.
  • July 2024
  • Case

Google Stadia: Game On or Game Over?

By: Derek C. M. van Bever and Akshat Agrawal
This case explores Google leadership's decision to pursue its cloud gaming innovation, Google Stadia, following disappointing early uptake by premium videogamers, the segment of the market that Google had targeted. Google had invested substantial resources and time... View Details
Keywords: Technological Innovation; Product Development; Leadership; Segmentation; Corporate Entrepreneurship; Video Game Industry
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van Bever, Derek C. M., and Akshat Agrawal. "Google Stadia: Game On or Game Over?" Harvard Business School Case 325-024, July 2024.
  • Article

Entry into Platform-based Markets

By: Feng Zhu and Marco Iansiti
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of... View Details
Keywords: Platform-based Markets; Winnter-take-all; First-mover Advantage; Indirect Network Effects; Video Game Industry; Quality; Network Effects; Market Entry and Exit; Digital Platforms; Motion Pictures and Video Industry
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Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
  • 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.)
  • November 2006
  • Background Note

Technical Game Theory Note #6: Multiple-Round Games and Reputations

By: Dennis A. Yao
Provides a game theory-based interpretation of reputations and reputation building. View Details
Keywords: Game Theory; Mathematical Methods; Games, Gaming, and Gambling; Reputation; Debates; Strategy; Performance Consistency; Performance Improvement; Strategic Planning; Education Industry
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Yao, Dennis A. "Technical Game Theory Note #6: Multiple-Round Games and Reputations." Harvard Business School Background Note 707-488, November 2006.
  • October 2016
  • Case

Supercell

By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
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Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
  • December 1987 (Revised January 1992)
  • Supplement

Groen: A Dover Industries Company, Louise O'Sullivan, President, Video

By: Francis Aguilar
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Aguilar, Francis. "Groen: A Dover Industries Company, Louise O'Sullivan, President, Video." Harvard Business School Video Supplement 888-509, December 1987. (Revised January 1992.)
  • December 2003 (Revised May 2004)
  • Case

Blockbuster Inc. & Technological Substitution (A): Achieving Dominance in the Video Rental Industry

Provides a comprehensive background of the video rental industry and home entertainment giant, Blockbuster Inc. Follows the life of Blockbuster Inc. from its first days under founder Wayne Huizenga to its most recent developments under 2003 CEO John Antioco. By looking... View Details
Keywords: Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Economics; Service Industry; Service Industry
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Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (A): Achieving Dominance in the Video Rental Industry." Harvard Business School Case 704-404, December 2003. (Revised May 2004.)
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