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Show Results For
- All HBS Web
(455)
- People (1)
- News (116)
- Research (298)
- Multimedia (1)
- Faculty Publications (205)
- 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
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.
- 05 Feb 2009
- Research & Ideas
In Praise of Marketing
defined consumer segments or, indeed, of individual consumers. Engaged Consumers The interactive nature of the Internet means that customers are now engaged more than ever in the co-creation of brand meaning and the development of marketplace offerings. Procter &... View Details
- 20 Jul 2009
- Research & Ideas
Markets or Communities? The Best Ways to Manage Outside Innovation
Gamble and IBM have learned to do this—others can learn as well. In a similar way there is concern about loss of secrecy. The reality in most industries is that most firms have a reasonably good idea about the core products, services, and... View Details
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060. View Details
- 01 Oct 2000
- News
Books
his creation of multidivisional structures present a fascinating portrait of one of the century's most impressive business minds. Neil McElroy and D. Paul ("Doc") Smelser of Procter & Gamble introduced soap operas to radio and television... View Details
- 30 Oct 2005
- Research & Ideas
Tuning Jobs to Fit Your Company
external markets. In many companies, widening the span of influence counteracts the rigidity of organizational structures based on boxes and silos. For example, although global companies like Procter & Gamble need to be responsive to... View Details
Keywords: by Robert Simons
- 05 Sep 2017
- First Look
First Look at New Research and Ideas, September 5, 2017
the capabilities they need. Publisher's link: https://www.hbs.edu/faculty/Pages/item.aspx?num=52603 September 2017 Current History China Gambles on Modernizing Through Urbanization By: Looney, Kristen, and Meg Rithmire... View Details
Keywords: Sean Silverthorne
- 22 Jul 2002
- Research & Ideas
How Business Strategy Tamed the “Invisible Hand”
outrun [its] present distinctive competence," then the strategist had to consider a firm's "willingness to gamble that the latter can be built up to the required level."13 The debate over a firm's "willingness to... View Details
Keywords: by Pankaj Ghemawat
- 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
Karp, Rebecca, Billy Chan, and Nancy Hua Dai. "Tencent Games." Harvard Business School Case 725-411, December 2024.
- 01 Mar 2011
- News
James McNerney Jr.
outside the United States view us, they look at organizations like Boeing, DuPont, GE, Johnson & Johnson, and Procter & Gamble as gold standard companies. We tend to lament that manufacturing is going down, but outside our country they... View Details
- 02 Jun 2003
- Research & Ideas
Why Have Marketers Ignored America’s Man-of-Action Hero?
found that the underlying organizational principles run contrary to the conventional procedures of the blue-chip marketers like Procter & Gamble and The Coca-Cola Company, companies that other companies typically imitate. These... View Details
Keywords: by Manda Salls
- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- 22 Feb 2018
- News
My First Job
entity. And my lesson was the value of mentors. If someone is really going to give you an opportunity, take it seriously, and give it your all. Lloyd Berutti, and I graduated in 1977. My first job getting out of business school was I went to Cincinnati to work for... View Details
- 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
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- 11 Apr 2000
- Research & Ideas
Financial Services 24/7
typical new player, for example, might spend over $100 million in advertising. "There is a big rush for market share," explains Crane. "Firms are gambling that when the dust settles, they will be one of the survivors." F. Warren McFarlan,... View Details
Keywords: by Susan Young
- 01 Feb 2000
- News
Financial Services 24/7
offerings. A typical new player, for example, might spend over $100 million in advertising. "There is a big rush for market share," explains Crane. "Firms are gambling that when the dust settles, they will be one of the survivors." F.... View Details
Keywords: Susan Young
- 08 Jan 2020
- Research & Ideas
NFL Head Coaches Are Getting Younger. What Can Organizations Learn?
team is choosing to gamble on unproven youngsters. After all, 66-year old Bruce Arians was just hired by Tampa Bay, while Denver is giving Vic Fangio, 60, his first shot as a head coach after 32 seasons of experience as an assistant... View Details
- 01 Nov 2012
- Research & Ideas
Book Excerpt: Judgment Calls
this kind of enterprise "is the worst business in the world. Period. The end." He was smart and ambitious enough as a young man to get himself into the Harvard Business School—though he also managed to lose his student loan on the first day of class by View Details
- 24 Sep 2001
- Research & Ideas
Why the Internet Doesn’t Change Everything
where rebels like Bishop Gaillot reside. There are pornography sites accessible to straitlaced Singaporeans, Liberian gambling dens, and secluded banking services run from the tiny island of Anguilla. There are networks of Burmese... View Details
Keywords: by Debora L. Spar