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      • Faculty Publications  (69)

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      • August 2014
      • Case

      Opening the Valve: From Software to Hardware (A)

      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
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      Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
      • 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
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      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.)
      • September 2013 (Revised August 2015)
      • Background Note

      Leadership and Teaming

      By: Ethan Bernstein
      Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
      Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Asia; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
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      Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
      • 2012
      • Case

      Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'

      By: Rosabeth Moss Kanter and Anne Arlinghaus
      Shelly London and Ethics Education — 'Strengthening Our Moral Compass' 2009 AL Fellow
      Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
      Keywords: Leadership Skills; Ethics Education; Initiatives; Morality; Moral Compass; Prima Facie; Grassroots Movement; Ethical Reasoning; Decision-making; Social Media; Media Relations; Family Dinner Project; Public Conversations Project; Laura Chasin; Computer Games; Video Games; Quandary; Organizational Structure; Infrastructure; Ethics; Education; Moral Sensibility; Behavior; Decision Making; Leadership; Innovation and Management; Education Industry; Service Industry; North and Central America
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      Kanter, Rosabeth Moss, and Anne Arlinghaus. "Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'." Harvard Business Publishing Case 313-028, 2012. (Harvard Advanced Leadership Initiative.)
      • March 2012
      • Case

      Angry Birds

      By: Sunil Gupta and Dharmishta Rood
      Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile... View Details
      Keywords: Brands and Branding; Marketing Strategy; Diversification; Expansion; Video Game Industry; Finland
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      Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
      • 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
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      Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
      • October 2010 (Revised May 2011)
      • Case

      Take-Two Interactive Software, Inc.

      By: Sunil Gupta and Kerry Herman
      In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
      Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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      Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
      • September 2010
      • Teaching Note

      A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)

      By: F. Warren McFarlan
      Teaching Note for 309060. View Details
      Keywords: Business Startups; Business or Company Management; Business Model; Internet and the Web; Games, Gaming, and Gambling; Partners and Partnerships; Competition; Social and Collaborative Networks; Video Game Industry; China
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      McFarlan, F. Warren. "A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)." Harvard Business School Teaching Note 311-058, September 2010.
      • 2010
      • Article

      Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

      By: Feng Zhu and Michael Zhang
      This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and games... View Details
      Keywords: Internet Marketing; Online Consumer Reviews; Word Of Mouth; Long Tail; Internet and the Web; Marketing Reference Programs; Digital Marketing; Video Game Industry
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      Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
      • December 2009 (Revised June 2011)
      • Case

      Curt Schilling's Next Pitch

      By: Noam T. Wasserman, Jeffrey J. Bussgang and Rachel Gordon
      As his major-league pitching career was starting to wind down in 2006, baseball all-star Curt Schilling decided to become an entrepreneur. Looking to focus his tenacity and his passion for online role-playing games on a new challenge, he founded an online gaming... View Details
      Keywords: Mergers and Acquisitions; Business Startups; Decision Choices and Conditions; Entrepreneurship; Financing and Loans; Leadership; Personal Development and Career; Groups and Teams; Video Game Industry
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      Wasserman, Noam T., Jeffrey J. Bussgang, and Rachel Gordon. "Curt Schilling's Next Pitch." Harvard Business School Case 810-053, December 2009. (Revised June 2011.)
      • October 2009
      • Case

      Digital Chocolate

      By: Linda A. Hill and Alison Berkley Wagonfeld
      Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard... View Details
      Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Video Game Industry; Video Game Industry
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      Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
      • October 2009 (Revised July 2012)
      • Case

      Emotiv Systems Inc.: It's the Thoughts that Count

      By: Elie Ofek, Jason Riis and Paul Hamilton
      Emotiv is getting ready to launch its innovative brain-computer interfacing (BCI) technology. The company has developed a special headset, called EPOC, and highly sophisticated software that can translate a person's emotions, cognitive thoughts, and facial expressions... View Details
      Keywords: Technology Adoption; Sales; Technological Innovation; Demand and Consumers; Marketing Strategy; Partners and Partnerships; Entrepreneurship; Forecasting and Prediction; Product Launch; Business Startups; Technology Industry
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      Ofek, Elie, Jason Riis, and Paul Hamilton. "Emotiv Systems Inc.: It's the Thoughts that Count." Harvard Business School Case 510-050, October 2009. (Revised July 2012.)
      • May 2008
      • Teaching Note

      Urban Video Game Academy: Getting in the Game (TN)

      By: Lynda M. Applegate
      Teaching Note for [807122]. View Details
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      Applegate, Lynda M. "Urban Video Game Academy: Getting in the Game (TN)." Harvard Business School Teaching Note 808-157, May 2008.
      • May 2008
      • Supplement

      Hasbro Games -- POX (A) and (B), Supporting Video

      By: Elie Ofek
      The video contains advertisements and media related clips regarding the launch of Hasbro's POX handheld game. View Details
      Keywords: Media; Advertising; Product Launch; Entertainment and Recreation Industry
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      Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
      • 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; Technology Industry
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      Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
      • 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
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      Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
      • February 2007 (Revised August 2007)
      • Case

      Urban Video Game Academy: Getting in the Game

      By: Lynda M. Applegate and Susan Saltrick
      Urban Video Game Academy was founded to enhance the academic and career prospects of urban youth. How will its founder grow it into a sustainable business? Provides an opportunity to discuss the challenges of social entrepreneurship and how to create a sustainable... View Details
      Keywords: Social Entrepreneurship; Business Model; Social Enterprise; Change Management; Education; Video Game Industry; Video Game Industry
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      Applegate, Lynda M., and Susan Saltrick. "Urban Video Game Academy: Getting in the Game." Harvard Business School Case 807-122, February 2007. (Revised August 2007.)
      • May 2006 (Revised November 2006)
      • Case

      DVD War

      By: David B. Yoffie and Michael Slind
      In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,... View Details
      Keywords: Disruption; Entertainment; Business History; Intellectual Property; Product; Competition; Technology Adoption; Electronics Industry; Entertainment and Recreation Industry
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      Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)
      • March 2006 (Revised February 2007)
      • Case

      Massive Incorporated (A)

      By: Joseph B. Lassiter III, Clark Gilbert and Victoria Winston
      How do you go to market with a brand new product in a new industry? How does a business develop an opportunity and then adapt its strategy to ensure success? Who are the early adopters and how does a business work with them? Katherine Hays, chief operating office at... View Details
      Keywords: Emerging Markets; Product Launch; Digital Marketing; Business Startups; Advertising Industry
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      Lassiter, Joseph B., III, Clark Gilbert, and Victoria Winston. "Massive Incorporated (A)." Harvard Business School Case 806-126, March 2006. (Revised February 2007.)
      • 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; Information Technology Industry
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      Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
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