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      • July 2022 (Revised January 2025)
      • Case

      Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard

      By: Jonas Heese, Joseph Pacelli and James Barnett
      In January 2022, Microsoft announces its acquisition of the video game company Activision Blizzard, in a deal valued at $68.7 billion, which would make Microsoft the world’s third largest video game company. The deal came as Activision Blizzard faced gender pay... View Details
      Keywords: Accounting; Goodwill Accounting; Analysis; Decision Making; Talent and Talent Management; Games, Gaming, and Gambling; Ethics; Leadership; Risk and Uncertainty; Mergers and Acquisitions; Lawsuits and Litigation; Video Game Industry; Video Game Industry; North America; California
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      Heese, Jonas, Joseph Pacelli, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised January 2025.)
      • June 2022 (Revised March 2024)
      • Case

      Netflix's Culture: Binge or Cringe?

      By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
      In May 2022, streaming entertainment company Netflix lost customers for the first time in more than 10 years. Once a first mover in the streaming landscape, Netflix was facing competition from Amazon Prime Video, Disney+, HBO Max, and others. A key component of... View Details
      Keywords: Compensation and Benefits; Employees; Recruitment; Resignation and Termination; Retention; Selection and Staffing; Innovation and Management; Innovation Strategy; Leadership Style; Business or Company Management; Management Style; Media; Business Processes; Organizational Culture; Organizational Structure; Performance Expectations; Performance Productivity; Creativity; Business Strategy; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America
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      Joly, Hubert, Leonard A. Schlesinger, James Barnett, and Stacy Straaberg. "Netflix's Culture: Binge or Cringe?" Harvard Business School Case 522-096, June 2022. (Revised March 2024.)
      • 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.
      • December 2019
      • Case

      Small-Market Teams and Big Stars: The Milwaukee Bucks and Giannis Antetokounmpo

      By: Anita Elberse and Melcolm Ruffin
      In October 2019, National Basketball Association (NBA) team the Milwaukee Bucks are about to tip off their first home game in the 2019–2020 NBA season. Peter Feigin, president of the Milwaukee Bucks, and Jon Horst, the league’s youngest general manager, could look back... View Details
      Keywords: Superstars; Talent and Talent Management; Sports; Strategy; Sports Industry
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      Elberse, Anita, and Melcolm Ruffin. "Small-Market Teams and Big Stars: The Milwaukee Bucks and Giannis Antetokounmpo." Harvard Business School Case 520-037, December 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
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      Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 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
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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.
      • September 2018 (Revised April 2019)
      • Case

      AMC Entertainment: Creating a Spectacular Moviegoing Experience (A)

      By: Henry McGee and Aldo Sesia
      In 2018, the Hollywood film industry is facing tough headwinds. Fewer and fewer Americans are going to movie theaters, opting instead to watch movies on demand in the comfort of their own homes or on portable devices. Adam Aron, the head of the world’s largest movie... View Details
      Keywords: Exhibitors; Movies; Film Entertainment; Disruptive Innovation; Consumer Behavior; Competitive Strategy; Expansion; Global Range; Business Model; Motion Pictures and Video Industry
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      McGee, Henry, and Aldo Sesia. "AMC Entertainment: Creating a Spectacular Moviegoing Experience (A)." Harvard Business School Case 319-024, September 2018. (Revised April 2019.)
      • 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.
      • June 2017
      • Article

      When Novel Rituals Lead to Intergroup Bias: Evidence from Economic Games and Neurophysiology

      By: Nicholas M. Hobson, Francesca Gino, Michael I. Norton and Michael Inzlicht
      Long-established rituals in pre-existing cultural groups have been linked to the cultural evolution of large-scale group cooperation. Here we test the prediction that novel rituals—arbitrary hand and body gestures enacted in a stereotypical and repeated fashion—can... View Details
      Keywords: Ritual; Intergroup Dynamics; Intergroup Bias; Neural Reward Processing; Open Data; Open Materials; Preregistered; Groups and Teams; Behavior; Prejudice and Bias; Cooperation
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      Hobson, Nicholas M., Francesca Gino, Michael I. Norton, and Michael Inzlicht. "When Novel Rituals Lead to Intergroup Bias: Evidence from Economic Games and Neurophysiology." Psychological Science 28, no. 6 (June 2017): 733–750.
      • 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.)
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