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Show Results For
- All HBS Web
(1,853)
- People (4)
- News (569)
- Research (1,090)
- Events (10)
- Multimedia (24)
- Faculty Publications (632)
- Teaching Interest
Changing the Game: Negotiation and Competitive Decision Making
High-stakes business negotiations challenge your wits, your confidence, and your capacity for clear reasoning under intense pressure. Changing the Game leverages the latest research to your advantage, helping you prepare for complex... View Details
- December 2004 (Revised July 2008)
- Case
Delaware Worldwide Corporation
By: Ronald W. Moore
Discusses the bankruptcy reorganization process, with an emphasis on valuation and capital structure. Serves as the basis for a bankruptcy reorganization game that has been used for many years in Creating Value Through Corporate Restructuring, a second-year finance... View Details
Keywords: Restructuring; Capital Structure; Insolvency and Bankruptcy; Financial Strategy; Valuation
Moore, Ronald W. "Delaware Worldwide Corporation." Harvard Business School Case 205-047, December 2004. (Revised July 2008.)
- July 2004 (Revised March 2007)
- Case
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- November 2024
- Case
AlphaGo (A): Birth of a New Intelligence
By: Shikhar Ghosh and Shweta Bagai
This case, the first of a three-part series, traces DeepMind's evolution from its 2010 founding through its acquisition by Google in 2014. Often referred to as the "Apollo project" of artificial intelligence, DeepMind used games as a testing ground to develop AI... View Details
Keywords: AI and Machine Learning; Technology Adoption; Games, Gaming, and Gambling; Technological Innovation; Creativity; Technology Industry; South Korea; China; United States
Ghosh, Shikhar, and Shweta Bagai. "AlphaGo (A): Birth of a New Intelligence." Harvard Business School Case 825-073, November 2024.
- 13 Apr 2016
- News
Consumer Reports in the Age of the Amazon Review
- 03 Mar 2014
- News
Farewell Sochi
- Clubs
B-School Blades
- 27 Nov 2013
- News
Three Strategy Lessons From the Latest Round of Xbox vs. PlayStation
- Article
Changes in Negative Reciprocity as a Function of Age
By: Yoella Bereby-Meyer and Shelly Fiks
Standard economic models assume people exclusively pursue material self-interests in social interactions. However, people exhibit social preferences; that is, they base their choices partly on the outcomes others obtained in a social interaction. People care about... View Details
Bereby-Meyer, Yoella, and Shelly Fiks. "Changes in Negative Reciprocity as a Function of Age." Journal of Behavioral Decision Making 26, no. 4 (October 2013): 397–403.
- 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
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.)
- 18 Sep 2018
- Working Paper Summaries
After the Carnival: Key Factors to Enhance Olympic Legacy and Prevent Olympic Sites from Becoming White Elephants
- 30 Jan 2015
- News
Harvard business profs to tweet about the Super Bowl
- 06 Aug 2019
- News
Super Bowl Ads Sell Products, but Do They Sell Brands?
- January 2008 (Revised March 2008)
- Case
Glass Egg Digital Media
Glass Egg is an outsource games development firm in Vietnam. They are able to offer brand-name publishers-Microsoft EA, Atari-significant cost savings in the development of art assets for their video games. However, the firm's management find themselves at a point at... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Marketing Strategy; Demand and Consumers; Product Development; Organizational Structure; Entertainment and Recreation Industry
Godes, David B. "Glass Egg Digital Media." Harvard Business School Case 508-066, January 2008. (Revised March 2008.)
- February 1995
- Case
Promus Companies, The: Harrah's Casinos
By: Stephen P. Bradley and Takia Mahmood
Provides an overview of the U.S. gambling industry and the rapid expansion of gambling beyond Nevada and New Jersey since 1988. Focuses on Harrah's, a traditional top-tier casino company, which was the first to aggressively expand into emerging gaming markets and that... View Details
Keywords: Emerging Markets; Competitive Advantage; Corporate Strategy; Expansion; Las Vegas; New Jersey
Bradley, Stephen P., and Takia Mahmood. "Promus Companies, The: Harrah's Casinos." Harvard Business School Case 795-039, February 1995.
- 09 Aug 2013
- Research & Ideas
Read All About It: Digital CEO Buys Traditional Media!
With the sale of the Washington Post to Jeff Bezos, the newspaper enters a crucial phase in its 136-year history amid disruptive changes in communications, technology, and reader habits. According to HBS professors Bharat Anand and David Collis, both experts in... View Details
- 01 Aug 2012
- News
Ten Reasons Winners Keep Winning, Aside from Skill
- 10 Feb 2010
- News
Harvard Business School Faculty Comment on Super Bowl Advertisements
- 03 Apr 2011
- News