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    • News  (262)
    • Research  (380)
    • Multimedia  (8)
  • Faculty Publications  (161)

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  • All HBS Web  (851)
    • News  (262)
    • Research  (380)
    • Multimedia  (8)
  • Faculty Publications  (161)
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  • February 1995 (Revised July 1995)
  • Case

Power Play (A): Nintendo in 8-bit Video Games

The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Keywords: Value Creation; Lawfulness; Competitive Advantage; Monopoly; Video Game Industry; Japan
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Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
  • May 2008
  • Teaching Note

Urban Video Game Academy: Getting in the Game (TN)

By: Lynda M. Applegate
Teaching Note for [807122]. View Details
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Applegate, Lynda M. "Urban Video Game Academy: Getting in the Game (TN)." Harvard Business School Teaching Note 808-157, May 2008.
  • 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.)
  • 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 2024
  • Teaching Note

Axie Infinity: Video Game Meets Blockchain

By: Marco Di Maggio
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Di Maggio, Marco. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Teaching Note 224-060, February 2024.
  • 21 Apr 2023
  • Research & Ideas

The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?

Camp. That same year, the US Federal Trade Commission said it would investigate loot boxes, which critics liken to a slot machine or a scratch ticket that's more accessible to children. The video game... View Details
Keywords: by Scott Van Voorhis; Video Game; Video Game
  • 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.
  • 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.
  • February 2004 (Revised November 2004)
  • Case

Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo

Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest... View Details
Keywords: Technology; Value Creation; Change Management; Marketing Strategy; Competitive Advantage; Video Game Industry
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Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
  • 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.
  • 2007
  • Other Unpublished Work

Effects of Inventory on Demand for Rentals in the Home Video Market

By: Ioannis Ioannou, Julie Mortimer and Richard Mortimer
Retailer inventory decisions can greatly influence observed demand for a product by affecting, among other things, product availability (stock-outs) and product visibility in the store. These inventory decisions are affected by numerous factors including vertical... View Details
Keywords: Decisions; Demand and Consumers; Supply Chain Management; Competition; Contracts; Entertainment and Recreation Industry; United States
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Ioannou, Ioannis, Julie Mortimer, and Richard Mortimer. "Effects of Inventory on Demand for Rentals in the Home Video Market." December 2007.
  • 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.
  • 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.
  • November 1984
  • Supplement

Banc One Corp. and the Home Information Revolution: A Conversation, Video

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Rosenbloom, Richard S. "Banc One Corp. and the Home Information Revolution: A Conversation, Video." Harvard Business School Video Supplement 885-502, November 1984.
  • 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.)
  • April 1995 (Revised April 1995)
  • Case

Home Shopping Network, Inc. (Abridged)

By: Timothy A. Luehrman
Home Shopping Network invented the video home shopping industry. It had immediate success in both the product and capital markets, which quickly drew imitators. This case describes the situation as of January 1986, when the company must decide how to sustain successes... View Details
Keywords: Capital Markets; Financing and Loans; Supply and Industry; Product; Strategy; Competition; Valuation; Telecommunications Industry
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Luehrman, Timothy A. "Home Shopping Network, Inc. (Abridged)." Harvard Business School Case 295-135, April 1995. (Revised April 1995.)
  • 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.
  • September 2003 (Revised September 2004)
  • Case

Hearthside Homes

By: Jason R. Barro, Brian J. Hall and Aaron Zimmerman
Investigates the "controllability problem" inherent in bonus systems. Ideally, an incentive system accurately measures performance in areas that the individual can control. But most measures are either too broad, including factors outside the influence of the employee,... View Details
Keywords: Motivation and Incentives; Housing; Performance Evaluation; Construction Industry; Manufacturing Industry; Real Estate Industry
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Barro, Jason R., Brian J. Hall, and Aaron Zimmerman. "Hearthside Homes." Harvard Business School Case 904-003, September 2003. (Revised September 2004.)
  • 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 2002 (Revised May 2003)
  • Case

Supply Chain Close-Up: The Video Vault

By: V.G. Narayanan and Lisa Brem
The owners of the Video Vault struggle to determine the optimal stocking levels of home videos in an industry fraught with new technology, new pricing paradigms, and stiff competitive pressure from large national chains. Teaching Purpose: To demonstrate the role of... View Details
Keywords: Supply Chain Management; Competition; Motivation and Incentives; Price; Technological Innovation; Service Delivery; Entertainment and Recreation Industry
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Narayanan, V.G., and Lisa Brem. "Supply Chain Close-Up: The Video Vault." Harvard Business School Case 102-070, March 2002. (Revised May 2003.)
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