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Show Results For
- All HBS Web
(455)
- People (1)
- News (116)
- Research (298)
- Multimedia (1)
- Faculty Publications (205)
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Electronics Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- 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
- 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
- 09 Jul 2013
- Research & Ideas
Catching Up With Boards--Jay Lorsch
problems—be it a Hewlett-Packard or more recently Procter & Gamble and JC Penney—is the only alternative firing the CEO and starting over? A: You don't have to fire the CEO. A lot depends on establishing the right kind of working... View Details
Keywords: by Jim Aisner
- 13 Feb 2006
- Research & Ideas
Turning High Potential into Real Reward
into outdoor gear. He builds up a worldwide supply chain by recruiting people who want to gamble that there is a customer need not being met by polyester. NB: For prospective entrepreneurs, what are the key lessons to be learned here?... View Details
- 26 Feb 2001
- Research & Ideas
Evolving for Success [Part One]
to use the technology; but it's an elaborate and complex relationship, because these companies themselves also work much more closely together. It is more than Wal-Mart working with Procter & Gamble as a supplier. It's joint planning;... View Details
Keywords: by Staff
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060. View Details
- July 2024
- Case
Wizards of the Coast and Magic: The Rebounding
By: Boris Groysberg and Tom Quinn
This case traces the history and growth of the Magic: The Gathering trading card game. From its development in 1993 by tiny studio Wizards of the Coast, to Wizards’ acquisition by toy giant Hasbro in 1999, to its evolution into a billion-dollar brand in 2023,... View Details
Keywords: Business Growth and Maturation; Change Management; Transformation; Cost vs Benefits; Business Cycles; Games, Gaming, and Gambling; Global Strategy; Growth and Development; Selection and Staffing; Collaborative Innovation and Invention; Innovation Leadership; Intellectual Property; Job Design and Levels; Knowledge Use and Leverage; Leading Change; Growth and Development Strategy; Growth Management; Management Succession; Risk Management; Brands and Branding; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Competitive Advantage; Expansion; Mergers and Acquisitions; Product Development; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle; Japan
Groysberg, Boris, and Tom Quinn. "Wizards of the Coast and Magic: The Rebounding." Harvard Business School Case 424-047, July 2024.
- 12 Jun 2006
- Research & Ideas
The Promise of Channel Stewardship
Gamble or American Airlines); the maker of a key component (such as microchip maker Intel); the supplier or assembler (such as Dell or Arrow Electronics); or the distributor (such as W. W. Grainger) or retailer (such as Wal-Mart). A... View Details
- 03 Mar 2008
- First Look
First Look: March 4, 2008
faced a tough decision: should they pass the bill and gamble with the untried insurance fund, or should they go seek a more traditional solution to the state's banking woes? Purchase this case:... View Details
Keywords: Martha Lagace
- 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 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.
- 03 Mar 2009
- First Look
First Look: March 3, 2009
gambling that caused rice prices to rise. However, when the price of rice fell to record lows in the late 1720s, the samurai (whose income was tied to the value of rice) saw their economic position fall relative to the merchant class,... View Details
Keywords: Martha Lagace
- 22 Mar 2011
- First Look
First Look: March 22
to create substantial wealth for the company's shareholders would be lost. As it was, the company's founder and CEO had already gambled by investing in enough production capacity for acceptance in the niche beverage market-before a market... View Details
Keywords: Sean Silverthorne
- 15 Dec 2009
- First Look
First Look: Dec. 15, 2009
on its way to the successful creation of an entirely new business segment. Purchase this case: http://cb.hbsp.harvard.edu/cb/product/410052-PDF-ENG Gillette Company (E): Procter & Gamble Rosabeth Moss Kanter and Matthew BirdHarvard... View Details
Keywords: Martha Lagace
- 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
- 01 Apr 1999
- News
Spirit at Work
brings poetry to corporations such as Merck and Procter & Gamble to stir creativity by helping employees bridge their analytical and artistic sides. Such efforts are designed to reach employees at a deeper level. By engaging more of... View Details
Keywords: Marguerite Rigoglioso
- Web
Art Nature Business
irreparable damage to the earth and will soon have no choice but to gamble on increasingly dubious theories. A favorite theory of engineers as a last resort to stop global warming is the blocking out of the sun. With this body of work I... View Details
- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Valuation; Advertising Industry; Communications Industry; Entertainment and Recreation Industry; Information Industry; Information Technology Industry; Journalism and News Industry; Media and Broadcasting Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; United States; California; Sunnyvale; Russia
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)