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- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnite
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems.... View Details
Keywords: Mobile Platforms; Mobile App Industry; Mobile Payment Systems; Antitrust; Games, Gaming, and Gambling; Mobile and Wireless Technology; Lawsuits and Litigation; Entrepreneurship; Competitive Strategy; Digital Platforms; United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- 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
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; Technology Industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- November 2019
- Supplement
Gillette: Cutting Prices to Regain Share
By: Benjamin C. Esty and Daniel Fisher
After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by cutting prices on its razors and blades in April 2017. Bonnie Herzog, an equity analyst at Wells Fargo, must assess how the... View Details
- November 2019
- Case
Gillette: Cutting Prices to Regain Share
By: Benjamin C. Esty and Daniel Fisher
After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by launching new products and increasing advertising. When these efforts failed to stem the losses, Gillette decided to cut the... View Details
Keywords: Marketing Strategy; Product Positioning; Business Strategy; Competition; Price; Public Equity; Retail Industry; Consumer Products Industry; United States
Esty, Benjamin C., and Daniel Fisher. "Gillette: Cutting Prices to Regain Share." Harvard Business School Case 720-378, November 2019.
- 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
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization. View Details
Keywords: Targeting; Retention/churn; Freemium; Monetization; Customer Relationship Management; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Marketing; Customers; Marketing Strategy; Retention; Acquisition; Entertainment and Recreation Industry; Japan
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- January 2019
- Case
First Aid Beauty
By: Karen Mills and Annie Dang
In 2008, Lilli Gordon, an experienced financial and skincare entrepreneur, founded First Aid Beauty (FAB). She had discovered a white space in the prestige beauty market: high-end skin solutions that were suitable for sensitive skin. After initial success through... View Details
Keywords: Prestige Beauty; Skincare; Preferred Shares; Common Stock; Entrepreneurship; Venture Capital; Private Equity; Decision Choices and Conditions; Beauty and Cosmetics Industry
Mills, Karen, and Annie Dang. "First Aid Beauty." Harvard Business School Case 319-082, January 2019.
- 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
Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
- January 2018
- Case
Peak Games: Hiring Priorities in Times of Rapid Growth (A)
By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,... View Details
Keywords: Recruiting; Staffing; Emergent Countries; Entrepreneurial Management; Private Sector; Business Strategy; Decision; Growth Management; Games, Gaming, and Gambling; Selection and Staffing; Talent and Talent Management; Business Model; Growth and Development Strategy; Competitive Advantage; Value Creation; Organizational Culture; Decision Choices and Conditions; Technology Industry; Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
- January 2018
- Supplement
Peak Games: Hiring Priorities in Times of Rapid Growth (B)
By: William R. Kerr and Gamze Yucaoglu
On November 7, 2017, Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, had just closed the sale of Peak Games’ card games studio. This sale included three of the company’s top grossing games and half of its team. Sahin was happy... View Details
Keywords: Games; Gaming; Acquisitions; Exits; Private Sector; Decision; Games, Gaming, and Gambling; Emerging Markets; Acquisition; Entrepreneurship; For-Profit Firms; Business Model; Business Strategy; Competitive Advantage; Growth and Development Strategy; Decision Making; Value Creation; Leading Change; Management Teams; Technology Industry; Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (B)." Harvard Business School Supplement 818-084, January 2018.
- January 2018
- Case
Trian Partners' Proxy Contest at Procter & Gamble
By: Suraj Srinivasan and Quinn Pitcher
In July 2017, activist hedge fund Trian Partners announced that it was launching a proxy fight at U.S. consumer goods giant Procter & Gamble. P&G would be the largest company ever subjected to a proxy fight, as Trian sought to have its CEO, Nelson Peltz, elected to the... View Details
- October 2017
- Case
Still Leading (B1): Hon. Bob McDonald – Profiting from Purpose
By: Rosabeth Moss Kanter and Marcus Millen
Robert (Bob) A. McDonald just completed his service as the 8th United States Secretary of Veterans Affairs (VA), successfully leading the beginnings of a transformation for one of the nation’s most scrutinized departments. Reflecting back, McDonald looked to the... View Details
Kanter, Rosabeth Moss, and Marcus Millen. "Still Leading (B1): Hon. Bob McDonald – Profiting from Purpose." Harvard Business School Case 318-050, October 2017.
- Article
Pseudo-Set Framing
By: Kate Barasz, Leslie John, Elizabeth A. Keenan and Michael I. Norton
Pseudo-set framing—arbitrarily grouping items or tasks together as part of an apparent “set”—motivates people to reach perceived completion points. Pseudo-set framing changes gambling choices (Study 1), effort (Studies 2 and 3), giving behavior (Field Data and Study... View Details
Keywords: Framing Effects; Gestalt Psychology; Judgment; Judgments; Decision Making; Perception; Behavior
Barasz, Kate, Leslie John, Elizabeth A. Keenan, and Michael I. Norton. "Pseudo-Set Framing." Journal of Experimental Psychology: General 146, no. 10 (October 2017): 1460–1477.
- September 2017 (Revised June 2019)
- Case
The ABN AMRO World Tennis Tournament
By: Anita Elberse and Saskia Van Rheenen
Should the ABN AMRO World Tennis Tournament gamble most of its player budget on superstar player Rafael Nadal, even after the event’s previous two editions saw Nadal and Roger Federer pull out at the last moment due to injury, leaving the tournament without any... View Details
Keywords: Superstar; Talent; General Management; Marketing; Sports; Media; Entertainment; Talent and Talent Management; Negotiation; Strategy; Sports Industry; Entertainment and Recreation Industry; Media and Broadcasting Industry
Elberse, Anita, and Saskia Van Rheenen. "The ABN AMRO World Tennis Tournament." Harvard Business School Case 518-041, September 2017. (Revised June 2019.)
- September 2017 (Revised July 2018)
- Technical Note
Virtual Reality and the Gaming Sector 2017
By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform. View Details
Keywords: Virtual Reality; Gaming; Strategy; Technological Innovation; Games, Gaming, and Gambling; Technology Platform
Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
- Article
China Gambles on Modernizing Through Urbanization
By: Kristen Looney and Meg Rithmire
Contemporary discussions of urbanization and urban construction in China tend to focus on “ghost towns” on the one hand or urbanization as China’s silver bullet to growth and reform on the other. In this paper, we detail what China calls its “New Urbanization Policy.”... View Details
Looney, Kristen, and Meg Rithmire. "China Gambles on Modernizing Through Urbanization." Current History 116, no. 791 (September 2017): 203–209.
- May 2017
- Supplement
Betfair (B), (C), and (D) Case Slides
By: Ramon Casadesus-Masanell and John Heilbron
Contains slides related to the Betfair B, C, and D cases.
Abstracts:
B) Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model.
C) Prompted by a takeover bid from... View Details
Abstracts:
B) Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model.
C) Prompted by a takeover bid from... View Details
- May 2017
- Supplement
Betfair (B)
By: Ramon Casadesus-Masanell, John Heilbron and Neil Campbell
Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model. View Details
Keywords: Betfair; Exchange; Business Model; Betting; Leisure Industry; Market Design; Digital Platforms; Diversification; Financial Services Industry; Entertainment and Recreation Industry; Europe
Casadesus-Masanell, Ramon, John Heilbron, and Neil Campbell. "Betfair (B)." Harvard Business School Supplement 717-517, May 2017.
- May 2017
- Supplement
Betfair (D)
By: Ramon Casadesus-Masanell, John Heilbron and Neil Campbell
Betfair reconsiders its approach to international gambling markets amid regulatory uncertainty. View Details
Keywords: Betfair; Exchange; Betting; Leisure Industry; Laws and Statutes; Business Model; Entertainment and Recreation Industry; Europe
Casadesus-Masanell, Ramon, John Heilbron, and Neil Campbell. "Betfair (D)." Harvard Business School Supplement 717-519, May 2017.