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      • 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; Construction Industry; Construction 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.)
      • July 2003 (Revised October 2003)
      • Case

      Ottawa Voyageurs, The

      By: Thomas J. DeLong, Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody and David Ager
      Manuel Tertuliano, head coach of a professional soccer club, must make some difficult decisions about the compensation of six of his players. Specifically, he must decide how to allocate $850,000 among these six players in a way that will benefit his team, which has... View Details
      Keywords: Decision Choices and Conditions; Compensation and Benefits; Performance; Motivation and Incentives; Sports; Groups and Teams; Sports Industry; Sports Industry; Canada
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      DeLong, Thomas J., Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody, and David Ager. "Ottawa Voyageurs, The." Harvard Business School Case 404-023, July 2003. (Revised October 2003.)
      • Article

      Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures

      By: Anita Elberse and Jehoshua Eliashberg
      Keywords: Supply and Industry; Product; Markets; Film Entertainment; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Elberse, Anita, and Jehoshua Eliashberg. "Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures." Marketing Science 22, no. 3 (Summer 2003): 329–354.
      • January 2003 (Revised March 2004)
      • Case

      Silverado (A)

      By: Jan W. Rivkin and Charles J. Woodard
      Silverado has raised $50 million and launched its first product: an Internet-based trivia game with innovative software. In a highly uncertain environment, the young management team must decide whether to continue developing the product and whether to branch out into... View Details
      Keywords: Risk and Uncertainty; Technological Innovation; Strategic Planning; Internet and the Web; Decision Choices and Conditions; Product Launch; Business Strategy; Entertainment and Recreation Industry
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      Rivkin, Jan W., and Charles J. Woodard. "Silverado (A)." Harvard Business School Case 703-441, January 2003. (Revised March 2004.)
      • August 2002 (Revised August 2003)
      • Case

      Electronic Arts Introduces The Sims Online

      By: Youngme E. Moon
      Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
      Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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      Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
      • August 2002 (Revised May 2003)
      • Teaching Note

      Supply Chain Close-Up: The Video Vault TN

      By: V.G. Narayanan
      Teaching Note for (9-102-070). View Details
      Keywords: Entertainment and Recreation Industry
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      Narayanan, V.G. "Supply Chain Close-Up: The Video Vault TN." Harvard Business School Teaching Note 103-012, August 2002. (Revised May 2003.)
      • June 2002
      • Case

      Vans: Skating on Air

      By: Youngme E. Moon and David Kiron
      Vans is best known for selling footwear and apparel to skateboarders, surfers, and other alternative sports athletes. In April 2002, Gary Schoenfeld, the CEO, is facing a number of challenges. With respect to footwear, he must decide what to do about two product lines... View Details
      Keywords: Brands and Branding; Product Launch; Demand and Consumers; Product Development; Value Creation; Apparel and Accessories Industry; Apparel and Accessories Industry; California
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      Moon, Youngme E., and David Kiron. "Vans: Skating on Air." Harvard Business School Case 502-077, June 2002.
      • June 2002 (Revised September 2002)
      • Case

      Pokemon: Gotta Catch 'Em All (Abridged)

      By: Youngme E. Moon
      Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
      Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Video Game Industry; Video Game Industry; Japan; Asia; United States
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      Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
      • April 2002
      • Supplement

      Space Data Corporation Case Study -- Marketing Video

      By: Alan D. MacCormack
      Designed for use with Space Data Corp. View Details
      Keywords: Technology Industry; United States
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      MacCormack, Alan D. "Space Data Corporation Case Study -- Marketing Video." Harvard Business School Video Supplement 602-803, April 2002.
      • 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.)
      • February 2002 (Revised May 2002)
      • Background Note

      That's a Wrap: The Dynamics of the Video Rental Industry

      By: V.G. Narayanan and Lisa Brem
      The history, current dynamics, and future trends of the $10 billion home video rental industry provides a platform to discuss revenue-sharing contracts between suppliers of home videocassettes and retailers. View Details
      Keywords: Contracts; Motivation and Incentives; Supply Chain Management; Revenue; Financial Strategy; Motion Pictures and Video Industry
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      Narayanan, V.G., and Lisa Brem. "That's a Wrap: The Dynamics of the Video Rental Industry." Harvard Business School Background Note 102-051, February 2002. (Revised May 2002.)
      • August 2001 (Revised May 2002)
      • Case

      Worldzap

      By: Rohit Deshpande, Carin-Isabel Knoop, Suma Raju and David Kiron
      In February 2001, the CEO of a new technology start-up had to decide how to present his firm's value proposition to future clients, customers, and business partners. The technology allowed distribution of full-motion video clips of sports highlights to "third... View Details
      Keywords: Business Startups; Information Technology; Marketing Strategy; Distribution; Technology Adoption; Forecasting and Prediction; Value Creation; Information Technology Industry; Information Technology Industry; Europe
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      Deshpande, Rohit, Carin-Isabel Knoop, Suma Raju, and David Kiron. "Worldzap." Harvard Business School Case 502-007, August 2001. (Revised May 2002.)
      • August 2001 (Revised March 2008)
      • Case

      NerveWire, Inc.

      By: Nitin Nohria and Anthony Mayo
      NerveWire, a management consulting and systems integration provider based in Newton, MA, was closing in on its second anniversary. In the beginning days of NerveWire, the major challenge was recruiting--finding the right people who embodied its values and business... View Details
      Keywords: Values and Beliefs; Leadership; Mission and Purpose; Behavior; Internet; Newton
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      Nohria, Nitin, and Anthony Mayo. "NerveWire, Inc." Harvard Business School Case 402-022, August 2001. (Revised March 2008.)
      • August 2001 (Revised September 2002)
      • Case

      Sony PlayStation2 (A)

      By: Rohit Deshpande and Seth Schulman
      In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
      Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Computer Industry; United States
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      Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
      • February 2001 (Revised November 2009)
      • Case

      Amazon.com (C)

      By: Jeffrey F. Rayport
      At the end of 1998, Amazon.com founder and CEO Jeff Bezos ponders the next moves for his company. Having secured the leadership position as the leading online book seller in the United States, Amazon.com has now moved into the product categories of CDs and videos by... View Details
      Keywords: Expansion; Internet and the Web; Business Growth and Maturation; Books; Growth and Development Strategy; Retail Industry; Germany; United Kingdom; United States
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      Rayport, Jeffrey F., and Dickson Louie. "Amazon.com (C)." Harvard Business School Case 901-021, February 2001. (Revised November 2009.)
      • February 2001
      • Supplement

      Garage.com Video

      By: Dorothy A. Leonard and Elizabeth Kind
      Features a ten-minute profiling of Garage.com's "Bootcamp for Startups." View Details
      Keywords: Information Technology Industry
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      Leonard, Dorothy A., and Elizabeth Kind. "Garage.com Video." Harvard Business School Video Supplement 601-801, February 2001.
      • June 2000 (Revised June 2000)
      • Case

      Microsoft Office 2000

      By: Alan D. MacCormack and Kerry Herman
      Describes the history of Microsoft's Office product suite. Discusses evolution of the Office 2000 project. Set at the end of the project when Steven Sinofsky, Office vice president, must decide upon the direction for the next version of Office, as well as make changes... View Details
      Keywords: Applications and Software; Product Development; Risk and Uncertainty; Change; Innovation and Management; Information Technology Industry
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      MacCormack, Alan D., and Kerry Herman. "Microsoft Office 2000." Harvard Business School Case 600-097, June 2000. (Revised June 2000.)
      • May 2000
      • Supplement

      Launching the BMW Z3 Roadster

      By: Robert J. Dolan and Susan M. Fournier
      Contains two BMW Z3 television commercials used at launch, a Jay Leno Tonight Show segment, a Bryant Gumbel Today Show segment, Central Park PR event coverage, and Go: An American Road Story (promotional video from BMW). View Details
      Keywords: Marketing Communications; Marketing Strategy; Brands and Branding; Product Launch; Product Positioning; Auto Industry
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      Dolan, Robert J., and Susan M. Fournier. "Launching the BMW Z3 Roadster." Harvard Business School Video Supplement 500-502, May 2000.
      • 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; Entertainment and Recreation Industry
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      Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
      • June 1999
      • Supplement

      Compaq Computer: Focus Groups 1 & 2, Video Transcript

      By: David E. Bell
      Keywords: Customer Focus and Relationships; Computer Industry
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      Bell, David E. "Compaq Computer: Focus Groups 1 & 2, Video Transcript." Harvard Business School Video Supplement 599-122, June 1999.
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