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  • All HBS Web  (379)
    • News  (97)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (140)

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  • All HBS Web  (379)
    • News  (97)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (140)
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  • 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.
  • 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.)
  • 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 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 (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.
  • 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.
  • 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.
  • 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.
  • 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.)
  • 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.)
  • 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.
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn

Provides a follow-up to the situation leading up to Sega's launch of Saturn. A rewritten version of an earlier case. View Details
Keywords: Competition; Product Launch; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn." Harvard Business School Case 701-098, June 2001.
  • 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.)
  • March 2005
  • Background Note

Home Video Games: Generation Seven

By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch... View Details
Keywords: Marketing Strategy; Competitive Strategy; Technological Innovation; Information Infrastructure; Applications and Software; Entertainment and Recreation Industry; Information Technology Industry
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Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
  • April 2008
  • Background Note

Broadband and Video Games: Playing and Winning Together

By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Technology Industry
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Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
  • 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.
  • 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.
  • 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.
  • August 3, 2022
  • Article

Why NFT Creators Are Going cc0

By: and Scott Duke Kominers Flashrekt
Strategies for building brands, communities, and content through intellectual property (IP) vary greatly across NFT projects. Some maintain more or less standard IP protections; others give just NFT owners rights to innovate upon the associated intellectual property;... View Details
Keywords: Non-fungible Tokens; NFTs; Video Games; Merchandising; Creative Commons; Intellectual Property
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Flashrekt, and Scott Duke Kominers. "Why NFT Creators Are Going cc0." a16zcrypto.com (August 3, 2022).
  • September 2024 (Revised March 2025)
  • Supplement

Wemade: (Re)Establishing Trust in Blockchain Games (B)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
Keywords: Blockchain; Cryptocurrency; Crypto Economy; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Financial Markets; Governance; Video Game Industry; Video Game Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (B)." Harvard Business School Supplement 125-018, September 2024. (Revised March 2025.)
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