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- All HBS Web
(1,896)
- People (4)
- News (326)
- Research (1,063)
- Events (3)
- Multimedia (9)
- Faculty Publications (684)
- March 2008 (Revised April 2008)
- Case
Sony PlayStation 3: Game Over?
By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- December 2003 (Revised May 2004)
- Case
Blockbuster Inc. & Technological Substitution (A): Achieving Dominance in the Video Rental Industry
Provides a comprehensive background of the video rental industry and home entertainment giant, Blockbuster Inc. Follows the life of Blockbuster Inc. from its first days under founder Wayne Huizenga to its most recent developments under 2003 CEO John Antioco. By looking... View Details
Keywords: Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Economics; Service Industry; Service Industry
Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (A): Achieving Dominance in the Video Rental Industry." Harvard Business School Case 704-404, December 2003. (Revised May 2004.)
- December 1987 (Revised January 1992)
- Supplement
Groen: A Dover Industries Company, Louise O'Sullivan, President, Video
By: Francis Aguilar
Aguilar, Francis. "Groen: A Dover Industries Company, Louise O'Sullivan, President, Video." Harvard Business School Video Supplement 888-509, December 1987. (Revised January 1992.)
- Article
Entry into Platform-based Markets
By: Feng Zhu and Marco Iansiti
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of... View Details
Keywords: Platform-based Markets; Winnter-take-all; First-mover Advantage; Indirect Network Effects; Video Game Industry; Quality; Network Effects; Market Entry and Exit; Digital Platforms; Motion Pictures and Video Industry
Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
- 01 Mar 2024
- News
Game On
strategies later on, all part of the club’s skills-development program that keeps players progressing through the sport. Those who want to level up their game can take it a step further: McCarthy points to the facility’s back court, where... View Details
- June 2001
- Case
Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn
Provides a follow-up to the situation leading up to Sega's launch of Saturn. A rewritten version of an earlier case. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn." Harvard Business School Case 701-098, June 2001.
- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization. View Details
Keywords: Targeting; Retention/churn; Freemium; Monetization; Customer Relationship Management; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Marketing; Customers; Marketing Strategy; Retention; Acquisition; Entertainment and Recreation Industry; Japan
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- October 2016
- Case
Supercell
By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- August 2015 (Revised May 2016)
- Case
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
In 2015, Riot Games, the maker of the top PC game League of Legends, considers its growth strategy as it moves into a new campus in Los Angeles. View Details
Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
- 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; Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- 01 Sep 2010
- News
Head Games
The football season is about to begin, a familiar signal that summer is over. The game is a huge money-maker on one level and a powerful societal binding agent at another — think Friday Night Lights. But increasing revelations about brain... View Details
- Program
Changing the Game
HBS case method. Review Our Campus Health & Safety Protocols Admissions Criteria and Process When considering applications for this program, the Admissions Committee seeks a balance of organization and industry representation, as well as... View Details
- October 2014 (Revised August 2018)
- Case
Caesars Entertainment
By: Janice H. Hammond and Aldo Sesia
This case describes the introduction of a regression analysis model for forecasting guest arrivals to Caesars Palace hotel in Las Vegas, Nevada. The company will use the forecast to staff the front desk in the hotel. The staff is unionized and the company has little... View Details
Keywords: Forecasting; Staffing; Gaming; Gaming Industry; Hotel Industry; Decision Making; Forecasting and Prediction; Human Resources; Selection and Staffing; Entertainment; Games, Gaming, and Gambling; Operations; Service Delivery; Service Operations; Accommodations Industry; Accommodations Industry; Accommodations Industry; Accommodations Industry; Las Vegas
Hammond, Janice H., and Aldo Sesia. "Caesars Entertainment." Harvard Business School Case 615-031, October 2014. (Revised August 2018.)
- March 2005
- Background Note
Home Video Games: Generation Seven
By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch... View Details
Keywords: Marketing Strategy; Competitive Strategy; Technological Innovation; Information Infrastructure; Applications and Software; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
- June 2017 (Revised May 2018)
- Supplement
Hilti Fleet Management Video Supplements
By: Ramon Casadesus-Masanell, Oliver Gassmann and Roman Sauer
This case explores the introduction of fleet management in the construction industry by the premium power tools manufacturer Hilti in 2000. Following its customers’ needs, Hilti moved from selling power tools to leasing them as a service. The introduction of the new... View Details
Keywords: Hilti; Business Model Innovation; Fleet Management; Decision-making; Implementation; Power Tools Industry; Europe; Switzerland; Liechtenstein; Business Model; Restructuring; Transformation; Transition; Customer Value and Value Chain; Construction; Leasing; Strategy; Decision Making; Construction Industry; Switzerland; Liechtenstein; Germany; Austria; Europe; United States; Asia; Brazil; China; Latin America; North America; Africa; Japan; Hong Kong
Casadesus-Masanell, Ramon, Oliver Gassmann, and Roman Sauer. "Hilti Fleet Management Video Supplements." Harvard Business School Multimedia/Video Supplement 717-808, June 2017. (Revised May 2018.)
- 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
Narayanan, V.G., and Lisa Brem. "Supply Chain Close-Up: The Video Vault." Harvard Business School Case 102-070, March 2002. (Revised May 2003.)
- November 2018 (Revised April 2019)
- Case
Nike: Changing the Sneakers Game
By: Anita Elberse, Bryce Aiken and Howard Johnson
“Our goal is to be the kind of start-up that would terrify Nike—if Nike didn’t already own us.” Ron Faris, general manager of S23NYC, a Manhattan-based digital studio owned by sports apparel giant Nike, is on the phone with Adam Sussman, Nike’s chief digital officer.... View Details
Keywords: Digital Technology; Apparel; Fashion; Superstar; Innovation; General Management; Mobile and Wireless Technology; Strategy; Marketing Strategy; Innovation and Invention; Management; Sports; Entertainment; Digital Strategy; Apparel and Accessories Industry
Elberse, Anita, Bryce Aiken, and Howard Johnson. "Nike: Changing the Sneakers Game." Harvard Business School Case 519-039, November 2018. (Revised April 2019.)
- 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; Entertainment and Recreation Industry
Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
- August 2008 (Revised April 2012)
- Supplement
Real Property Negotiation Game (B): Buyer
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. The buyer case for the... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (B): Buyer." Harvard Business School Supplement 209-032, August 2008. (Revised April 2012.)
- August 2015
- Supplement
Sustainability at IKEA Group: Video Supplement
By: V. Kasturi Rangan and Michael W. Toffel
This video contains Q&A with IKEA Group's Chief Sustainability Officer Steve Howard and IKEA Group's Industrial Strategy Manager Per Berggren, the two primary case protagonists. They respond to student questions after the case was taught at an executive education class... View Details
Rangan, V. Kasturi, and Michael W. Toffel. "Sustainability at IKEA Group: Video Supplement." Harvard Business School Multimedia/Video Supplement 616-703, August 2015. (Q&A with IKEA Group's Chief Sustainability Officer Steve Howard and Industrial Strategy Manager Per Berggren.)