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      • Faculty Publications  (69)

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      • January 2022
      • Article

      Artificial Intelligence, Data-Driven Learning, and the Decentralized Structure of Platform Ecosystems

      By: David R. Clough and Andy Wu
      Gregory, Henfridsson, Kaganer, and Kyriakou (2020) highlight the important role of data and AI as strategic resources that platforms may use to enhance user value. However, their article overlooks a significant conceptual distinction: the installed base of... View Details
      Keywords: Artificial Intelligence; Data Strategy; Ecosystem; Value Capture; Digital Platforms; Analytics and Data Science; Strategy; Learning; Value Creation; AI and Machine Learning; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry
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      Clough, David R., and Andy Wu. "Artificial Intelligence, Data-Driven Learning, and the Decentralized Structure of Platform Ecosystems." Academy of Management Review 47, no. 1 (January 2022): 184–189.
      • 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.
      • 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.
      • February 2021
      • Article

      Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence

      By: Tommy Pan Fang, Andy Wu and David R. Clough
      Software platforms create value by cultivating an ecosystem of complementary products and services. Existing explanations for how a prospective complementor chooses platforms to join assume the complementor has rich information about the range of available platforms.... View Details
      Keywords: Innovation Ecosystems; Technology Diffusion; Hackathon; Contagion; Software Applications; Software Development; Software Engineering; Technology Strategy; Technology Adoption; Technological Innovation; Information Infrastructure; Innovation Strategy; Digital Platforms; Network Effects; Applications and Software; Information Technology; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry
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      Fang, Tommy Pan, Andy Wu, and David R. Clough. "Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence." Art. 1. Strategic Management Journal 42, no. 2 (February 2021): 233–272. (Lead article.)
      • September 2020 (Revised May 2024)
      • Case

      Hot Wheels: Launching The Mixed Play Experience

      By: Elie Ofek, Andres Terech and Nicole Tempest Keller
      Chris Down, Global Brand General Manager for Hot Wheels, and his team from the Advanced Play Group within Mattel, Inc., had developed an entirely new “mixed play” product experience that blended familiar Hot Wheels play in the physical world with breakthrough play in... View Details
      Keywords: Toys; Go-to-market Strategy; Product Development; Technological Innovation; Product Launch; Product Positioning; Decision Making; Marketing; Strategy; Los Angeles
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      Ofek, Elie, Andres Terech, and Nicole Tempest Keller. "Hot Wheels: Launching The Mixed Play Experience." Harvard Business School Case 521-017, September 2020. (Revised May 2024.)
      • August 2020 (Revised June 2021)
      • Case

      Skillz: Esports and Skill-Based Mobile Gaming

      By: Andy Wu, David B. Yoffie and George Gonzalez
      Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
      Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
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      Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
      • January 2020
      • Case

      Ninja: Which Platform Wins Esports' Biggest Star?

      By: Anita Elberse and Michal T. Leszczynski
      It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company... View Details
      Keywords: Esports; Platforms; Superstar; Games, Gaming, and Gambling; Internet and the Web; Personal Development and Career; Decision Making; Digital Platforms; Video Game Industry; Video Game Industry
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      Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
      • October 2019 (Revised October 2019)
      • Case

      Epic Games

      By: Andy Wu and Christopher Zhang
      Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive... View Details
      Keywords: Industry Analysis; Video Games; Platforms; Comparative Advantage; Growth Strategy; Innovation Focused Strategy; Pricing Strategy; Strategy; Competition; Growth and Development Strategy; Innovation Strategy; Games, Gaming, and Gambling; Digital Platforms; Technology Industry
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      Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
      • March 2019 (Revised March 2020)
      • Case

      Choosing the Right Esports Business Model

      By: David Collis and Alexander MacKay
      Two esports entrepreneurs must choose on which business model to focus their time and money. After successfully launching an online esports coaching platform, a number of new opportunities emerge in the rapidly growing esports space that now has close to one billion... View Details
      Keywords: Entrepreneurial Ecosystems; Business Development; Esports; Business Ventures; Entrepreneurship; Business Model; Management; Strategy; Sports; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; North and Central America; Europe; Asia
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      Collis, David, and Alexander MacKay. "Choosing the Right Esports Business Model." Harvard Business School Case 719-459, March 2019. (Revised March 2020.)
      • November 2018
      • Case

      Sportradar (A): From Data to Storytelling

      By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
      In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on... View Details
      Keywords: Sports Data; Data; Sport; Sportradar; Football; Soccer; Gambling; Betting; Betting Markets; Statistics; Odds; Live Data; Bookmakers; Betradar; Visualization; Integrity; Monitoring; Gaming; Streaming; 2013; St.Gallen; Algorithm; Mathematical Modeling; Carsten Koerl; Betandwin; Bwin; Wagering; Probability; Sports; Analytics and Data Science; Mathematical Methods; Games, Gaming, and Gambling; Transition; Strategy; Media; Sports Industry; Technology Industry; Information Technology Industry; Media and Broadcasting Industry; Europe; Switzerland; Asia; Austria; Germany; England
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      Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
      • June 2018 (Revised January 2020)
      • Case

      Sony

      By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
      Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a... View Details
      Keywords: Customer Experience; Product Differentiation; Transformation; Leadership Style; Technology Adoption; Leading Change; Video Game Industry; Video Game Industry; Video Game Industry; Japan
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      Thomke, Stefan, Atsushi Osanai, and Akiko Kanno. "Sony." Harvard Business School Case 618-045, June 2018. (Revised January 2020.)
      • October 2017
      • Case

      NetDragon

      By: William R. Kerr and Alexis Brownell
      Keywords: NetDragon; China; E-learning; Fuzhou; Gaming; Education; Entrepreneurship; Internet; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; China
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      Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 2017.
      • April 2017 (Revised May 2022)
      • Case

      King Digital Entertainment

      By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
      Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi... View Details
      Keywords: Entrepreneurship; Information Technology; Growth and Development Strategy; Organizational Structure; Acquisition; Decision Choices and Conditions; Video Game Industry; Europe; Sweden
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      Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
      • 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.
      • 2016
      • Other Teaching and Training Material

      Organizational Behavior Reading: Decision Making

      By: Francesca Gino, Max Bazerman and Katherine Shonk
      This Reading argues that decision making is systematically flawed and introduces methods to improve decision-making effectiveness. The Essential Reading section covers the rational decision-making model and three important ideas that challenge it: Herbert Simon's... View Details
      Keywords: Game Theory; Decision Making
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      Gino, Francesca, Max Bazerman, and Katherine Shonk. "Organizational Behavior Reading: Decision Making." Core Curriculum Readings Series. Boston, MA: Harvard Business Publishing 8383, 2016. Electronic.
      • April 2016 (Revised February 2018)
      • Teaching Note

      Riot Games: Can Culture Survive Growth?

      By: Boris Groysberg and Michael Norris
      This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
      Keywords: Organizational Culture; Growth and Development Strategy; Games, Gaming, and Gambling; Video Game Industry
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      Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Teaching Note 416-049, April 2016. (Revised February 2018.)
      • 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.
      • 2015
      • Comment

      In the Shadow of the Crowd: A Comment on 'Valve's Way'

      By: Carliss Y. Baldwin
      There are many ways to exercise authority. Perrow (1986), in his review of March and Simon's Organizations (1958), offers a threefold classification of the ways authority can be exercised in organizations: (1) direct, "fully obtrusive" controls such as giving orders... View Details
      Keywords: New Forms Of Organizing; Organizational Forms; Non-hierarchical Organizations; Self-organizing Teams; Boss-less Organizations; Organizational Design; United States
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      Baldwin, Carliss Y. "In the Shadow of the Crowd: A Comment on 'Valve's Way'." Journal of Organization Design 4, no. 2 (2015): 5–7.
      • August 2015 (Revised May 2016)
      • Case

      Riot Games: Can Culture Survive Growth?

      By: Boris Groysberg and Michael Norris
      In 2015, Riot Games, the maker of the top PC game League of Legends, considers its growth strategy as it moves into a new campus in Los Angeles. View Details
      Keywords: Corporate Culture; Organizational Behavior; Video Games; Culture; Strategy; United States
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      Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
      • 2015
      • Other Teaching and Training Material

      Competitive Strategies Marketing Reading

      By: Jill Avery and Sunil Gupta
      Core Curriculum Readings in Marketing cover the fundamental concepts, theories, and frameworks that business students must study.
      This Reading illuminates the dynamics of companies in competition and offers a process for planning and executing marketing... View Details
      Keywords: Competitive Strategy
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      Avery, Jill, and Sunil Gupta. "Competitive Strategies Marketing Reading." Core Curriculum Readings Series. Boston: Harvard Business School Publishing 8158, 2015.
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