Skip to Main Content
HBS Home
  • About
  • Academic Programs
  • Alumni
  • Faculty & Research
  • Baker Library
  • Giving
  • Harvard Business Review
  • Initiatives
  • News
  • Recruit
  • Map / Directions
Faculty & Research
  • Faculty
  • Research
  • Featured Topics
  • Academic Units
  • …→
  • Harvard Business School→
  • Faculty & Research→
  • Research
    • Research
    • Publications
    • Global Research Centers
    • Case Development
    • Initiatives & Projects
    • Research Services
    • Seminars & Conferences
    →
  • Publications→

Publications

Publications

Filter Results: (1,857) Arrow Down
Filter Results: (1,857) Arrow Down Arrow Up

Show Results For

  • All HBS Web  (1,857)
    • People  (4)
    • News  (570)
    • Research  (1,090)
    • Events  (10)
    • Multimedia  (24)
  • Faculty Publications  (632)

Show Results For

  • All HBS Web  (1,857)
    • People  (4)
    • News  (570)
    • Research  (1,090)
    • Events  (10)
    • Multimedia  (24)
  • Faculty Publications  (632)
← Page 20 of 1,857 Results →
  • March 2024
  • Simulation

'Storrowed'

By: Mitchell Weiss
The game was built to accompany "Storrowed": A Generative AI Exercise, available through Harvard Business Publishing. The game adds a timing element to "Storrowed" and enables the teacher to reward teams for strong prompts or penalize teams for believing AI... View Details
Keywords: AI and Machine Learning; Decision Choices and Conditions; Risk and Uncertainty
Citation
Purchase
Related
Weiss, Mitchell. "'Storrowed'." Harvard Business School Simulation 824-714, March 2024.
  • February 2010 (Revised March 2013)
  • Case

Zynga (A)

By: Mikolaj Jan Piskorski and David Chen
In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard... View Details
Keywords: Customer Focus and Relationships; Decision Choices and Conditions; Growth and Development Strategy; Distribution Channels; Product Development; Organizational Change and Adaptation; Corporate Strategy; Video Game Industry
Citation
Educators
Purchase
Related
Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
  • 01 May 2008
  • Research & Ideas

The Marketing Challenges of the China Olympics

Editor's Note: Harvard Business School professor John Quelch writes a blog on marketing issues, called Marketing Know: How, for Harvard Business Online. It is reprinted on HBS Working Knowledge.Normally, the Olympic Games are a positive... View Details
Keywords: by John Quelch; Sports
  • November 2012 (Revised June 2013)
  • Case

GREE, Inc.

By: Andrei Hagiu and Masahiro Kotosaka
In 2012, GREE was one of the world's most profitable mobile social gaming companies. Its success in Japan was due both to its in-house games and to the development platform that it offered to third-party game developers. Its biggest challenge was to replicate the... View Details
Keywords: Strategy; Technology; Japan
Citation
Educators
Purchase
Related
Hagiu, Andrei, and Masahiro Kotosaka. "GREE, Inc." Harvard Business School Case 713-447, November 2012. (Revised June 2013.)
  • 12 Mar 2006
  • Research & Ideas

New Research Explores Multi-Sided Markets

Xbox, make their profits from game developers through royalties and incur losses on the sale of consoles to users by pricing them below cost. The key reason is that two-sided platforms must solve a chicken-and-egg problem. For example,... View Details
Keywords: by Sean Silverthorne; Technology
  • 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
Citation
Educators
Purchase
Related
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
  • 07 Apr 2022
  • Blog Post

Product Management at HBS: Roll Up Your Sleeves and Learn by Doing

manager in the video game industry. For me, it's the perfect combination of an empathetic understanding of the gaming customer, a medium to enable the strength of others, and a way to foster my love for... View Details
  • 2010
  • Article

Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

By: Feng Zhu and Michael Zhang
This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and games... View Details
Keywords: Internet Marketing; Online Consumer Reviews; Word Of Mouth; Long Tail; Internet and the Web; Marketing Reference Programs; Digital Marketing; Video Game Industry
Citation
Read Now
Related
Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
  • March 2024 (Revised September 2024)
  • Case

Supercell 2.0: Clash of Plans

By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
Citation
Educators
Purchase
Related
Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
  • 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
Citation
Educators
Purchase
Related
Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
  • Fall 2011
  • Article

Leveraging Tribal Sovereignty for Economic Opportunity: A Strategic Negotiations Perspective

By: Gavin Clarkson and James K. Sebenius
Indian tribes and U.S. states often find themselves at the bargaining table, often negotiating "compacts" to govern gaming operations on tribal lands. The operational success of the Pequot gaming operation in Connecticut, Foxwoods, and the substantial revenue shared... View Details
Keywords: Strategy; Ethnicity; Negotiation Tactics; Race; Social Issues; Relationships; Government and Politics; Economics; United States
Citation
Find at Harvard
Read Now
Related
Clarkson, Gavin, and James K. Sebenius. "Leveraging Tribal Sovereignty for Economic Opportunity: A Strategic Negotiations Perspective." Missouri Law Review 76, no. 4 (Fall 2011): 1045–1112.
  • Apr 16 2018
  • Testimonial

Fine-tuning the Soft Skills of Leadership

  • 30 Aug 2021
  • News

Kominers’s Conundrums: A Heist Leads to a Virtual Adventure

  • 10 May 2018
  • News

'Candy Crush' Was a Blockbuster; Can King Digital Capitalize?

  • January 2011 (Revised November 2014)
  • Case

Mochi Media

By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and... View Details
Keywords: Business Model; Business Startups; Games, Gaming, and Gambling; Entrepreneurship; Growth and Development Strategy; Network Effects; Multi-Sided Platforms; Partners and Partnerships; Competition
Citation
Educators
Purchase
Related
Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
  • Profile

Luc Sirois

vision is Hacking Heath, a Montreal-based social collaborative that hosts weekend brainstorming sessions, or “hackathons,” to spur innovation in the industry and, ultimately, save lives. “The end game is to transform health care with more... View Details
Keywords: Health Care; Technology; Nonprofit / Government
  • September 1999
  • Case

Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)

By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Computer Industry
Citation
Educators
Purchase
Related
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
  • 08 Nov 2021
  • Video

Accelerating the Careers of Diverse Rising Stars

  • February 2011
  • Supplement

Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW)

By: Dennis Campbell and Francisco de Asis Martinez-Jerez
Datasets of gaming and hotel customers to perform analysis for the case. View Details
Keywords: Analytics and Data Science; Games, Gaming, and Gambling; Las Vegas
Citation
Purchase
Related
Campbell, Dennis, and Francisco de Asis Martinez-Jerez. Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW). Harvard Business School Spreadsheet Supplement 111-711, February 2011.
  • Apr 14 2016
  • Interview

Playing Like a Pro

  • ←
  • 20
  • 21
  • …
  • 92
  • 93
  • →
ǁ
Campus Map
Harvard Business School
Soldiers Field
Boston, MA 02163
→Map & Directions
→More Contact Information
  • Make a Gift
  • Site Map
  • Jobs
  • Harvard University
  • Trademarks
  • Policies
  • Accessibility
  • Digital Accessibility
Copyright © President & Fellows of Harvard College.