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      • November 2018
      • Case

      Sportradar (A): From Data to Storytelling

      By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
      In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on... View Details
      Keywords: Sports Data; Data; Sport; Sportradar; Football; Soccer; Gambling; Betting; Betting Markets; Statistics; Odds; Live Data; Bookmakers; Betradar; Visualization; Integrity; Monitoring; Gaming; Streaming; 2013; St.Gallen; Algorithm; Mathematical Modeling; Carsten Koerl; Betandwin; Bwin; Wagering; Probability; Sports; Analytics and Data Science; Mathematical Methods; Games, Gaming, and Gambling; Transition; Strategy; Media; Sports Industry; Sports Industry; Sports Industry; Sports Industry; Europe; Switzerland; Asia; Austria; Germany; England
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      Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
      • October 2018 (Revised August 2019)
      • Case

      Everybody Knows: Russia and the Election

      By: Rawi Abdelal, Rafael Di Tella and Galit Goldstein
      Following a contentious presidential race, Donald Trump’s 2016 election destabilized America’s status quo. Academics, journalists, politicians and the public at large examined why Trump had won. Many Americans, inside and outside the government, asserted that a... View Details
      Keywords: Strategic Industry; Strategic Alliances (Business); Business And Government; Business And Public Policy; Business And Society; Media Businesses; Media Content; Media Slant; Media Regulation; Internet Of Everything; Government Policy; Politics; Political Campaigns; Political Strategy; Political Turmoil; Government; Government Regulation; Security; International Business; International Relations; National Security; Political Elections; News; Media; Internet and the Web; Rights; Problems and Challenges; Globalization; Business and Community Relations; Business and Government Relations; Government Legislation; Risk and Uncertainty; Cognition and Thinking; Conflict and Resolution; Identity; Civil Society or Community; Culture; Public Opinion; Social Issues; War; Social Media; Public Administration Industry; United States; Russia
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      Abdelal, Rawi, Rafael Di Tella, and Galit Goldstein. "Everybody Knows: Russia and the Election." Harvard Business School Case 719-012, October 2018. (Revised August 2019.)
      • June 2018 (Revised January 2020)
      • Case

      Sony

      By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
      Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a... View Details
      Keywords: Customer Experience; Product Differentiation; Transformation; Leadership Style; Technology Adoption; Leading Change; Electronics Industry; Electronics Industry; Electronics Industry; Japan
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      Thomke, Stefan, Atsushi Osanai, and Akiko Kanno. "Sony." Harvard Business School Case 618-045, June 2018. (Revised January 2020.)
      • 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
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      Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
      • 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
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      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 (Revised January 2020)
      • Case

      STRIVR: Changing the Game in Virtual Reality

      By: Rajiv Lal, Matt Denison, Robert Higgins and Scott Johnson
      The CEO of a growing virtual reality company that trains athletes must decide whether or not to stay in sports or expand into other areas. View Details
      Keywords: Virtual Reality; Strivr; Internet Of Things; Football; Retail; Training; Startup; Start-up; Start-up Growth; "Sports Organizations,; Experiential Marketing; Business Startups; Technological Innovation; Sports; Information Infrastructure; Applications and Software; Digital Platforms; Technology Adoption; Sports Industry; Sports Industry; Sports Industry; United States
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      Lal, Rajiv, Matt Denison, Robert Higgins, and Scott Johnson. "STRIVR: Changing the Game in Virtual Reality." Harvard Business School Case 518-048, January 2018. (Revised January 2020.)
      • October 2017
      • Case

      NetDragon

      By: William R. Kerr and Alexis Brownell
      Keywords: NetDragon; China; E-learning; Fuzhou; Gaming; Education; Entrepreneurship; Internet; Education Industry; Education Industry; Education Industry; Education Industry; China
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      Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 2017.
      • Fall 2017
      • Article

      Strengthening and Streamlining Bank Capital Regulation

      By: Robin Greenwood, Samuel Gregory Hanson, Jeremy C. Stein and Adi Sunderam
      We propose three core principles that should inform the design of bank capital regulation. First, wherever possible, multiple constraints on the minimum level of equity capital should be consolidated into a single constraint. This helps to avoid a distortionary... View Details
      Keywords: Banks and Banking; Capital; Governing Rules, Regulations, and Reforms; Banking Industry
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      Greenwood, Robin, Samuel Gregory Hanson, Jeremy C. Stein, and Adi Sunderam. "Strengthening and Streamlining Bank Capital Regulation." Brookings Papers on Economic Activity (Fall 2017). (Internet Appendix Here.)
      • August 2017 (Revised August 2018)
      • Case

      The Oakland Athletics: Strategy & Metrics for a Budget

      By: Srikant M. Datar and Caitlin N. Bowler
      This case considers Oakland Athletics General Manager Billy Beane’s data driven and, in baseball circles unconventional, approach to winning games over the duration of the long Major League Baseball season. Beane’s critical approach to crafting strategy within his... View Details
      Keywords: Data Analysis; Metrics; Data Science; Analytics and Data Science; Analysis; Measurement and Metrics; Competitive Strategy; Organizational Culture; Sports Industry
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      Datar, Srikant M., and Caitlin N. Bowler. "The Oakland Athletics: Strategy & Metrics for a Budget." Harvard Business School Case 118-010, August 2017. (Revised August 2018.)
      • April 2017 (Revised May 2022)
      • Case

      King Digital Entertainment

      By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
      Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi... View Details
      Keywords: Entrepreneurship; Information Technology; Growth and Development Strategy; Organizational Structure; Acquisition; Decision Choices and Conditions; Video Game Industry; Europe; Sweden
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      Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
      • February 2017 (Revised January 2022)
      • Supplement

      Bankruptcy at Caesars Entertainment (B)

      By: Kristin Mugford
      Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Entertainment and Recreation Industry; Las Vegas
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      Mugford, Kristin. "Bankruptcy at Caesars Entertainment (B)." Harvard Business School Supplement 217-058, February 2017. (Revised January 2022.)
      • October 2016 (Revised April 2018)
      • Case

      ASICS: Chasing a 2020 Vision

      By: Elie Ofek, Nobuo Sato and Akiko Kanno
      In early 2016, Motoi Oyama, president and CEO of ASICS, a major sports apparel and footwear manufacturer based in Japan, lays out his company’s growth plan for the upcoming 5 years. The new plan set ambitious goals in terms of revenue and profit increases. At the heart... View Details
      Keywords: Brand Management; Sports Apparel; Competitive Positioning; Direct To Consumer Marketing; Retail Formats; Lifestyle Brands; Information Technology; Competition; Brands and Branding; Organizational Change and Adaptation; Digital Platforms; Product Positioning; Marketing Channels; Sports; Retail Industry; Retail Industry; Retail Industry; Retail Industry
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      Ofek, Elie, Nobuo Sato, and Akiko Kanno. "ASICS: Chasing a 2020 Vision." Harvard Business School Case 517-060, October 2016. (Revised April 2018.)
      • 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
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      Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
      • September 2016 (Revised January 2020)
      • Case

      Pebble: Wearables Pioneer

      By: David Yoffie and Allison Ciechanover
      In the summer of 2016, wearables “wunderkind” and Pebble founder and CEO, Eric Migicovsky, was pleased with the young startup’s success in the five years since its founding. The Silicon Valley–based company had recently shipped its two millionth smartwatch; held the... View Details
      Keywords: Competition; Strategy; Innovation Strategy; Product; Information Technology; Technological Innovation; Business Startups; Technology Industry; United States; California
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      Yoffie, David, and Allison Ciechanover. "Pebble: Wearables Pioneer." Harvard Business School Case 717-414, September 2016. (Revised January 2020.)
      • April 2016 (Revised February 2018)
      • Teaching Note

      Riot Games: Can Culture Survive Growth?

      By: Boris Groysberg and Michael Norris
      This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
      Keywords: Organizational Culture; Growth and Development Strategy; Games, Gaming, and Gambling; Video Game Industry
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      Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Teaching Note 416-049, April 2016. (Revised February 2018.)
      • February 2016 (Revised March 2019)
      • Case

      Bankruptcy at Caesars Entertainment

      By: Kristin Mugford and David Chan
      Caesars Entertainment was a large casino operator in the United States that had been purchased in a 2008 leveraged buyout by Apollo and TPG. In January 2015, Caesars Entertainment Operating Company (CEOC), its largest subsidiary, filed for Chapter 11. This set up a... View Details
      Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Games, Gaming, and Gambling; Entertainment and Recreation Industry; Las Vegas
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      Mugford, Kristin, and David Chan. "Bankruptcy at Caesars Entertainment." Harvard Business School Case 216-052, February 2016. (Revised March 2019.)
      • January 2016
      • Teaching Note

      Take-Two Interactive Software, Inc.

      By: Sunil Gupta and Margaret Rodriguez
      In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead... View Details
      Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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      Gupta, Sunil, and Margaret Rodriguez. "Take-Two Interactive Software, Inc." Harvard Business School Teaching Note 516-070, January 2016.
      • October 2015 (Revised October 2016)
      • Case

      Building Watson: Not So Elementary, My Dear! (Abridged)

      By: Willy C. Shih
      This case is set inside IBM Research's efforts to build a computer that can successfully take on human challengers playing the game show Jeopardy! It opens with the machine named Watson offering the incorrect answer "Toronto" to a seemingly simple question during the... View Details
      Keywords: Analytics; Big Data; Business Analytics; Product Development Strategy; Machine Learning; Machine Intelligence; Artificial Intelligence; Product Development; AI and Machine Learning; Information Technology; Analytics and Data Science; Information Technology Industry; United States
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      Shih, Willy C. "Building Watson: Not So Elementary, My Dear! (Abridged)." Harvard Business School Case 616-025, October 2015. (Revised October 2016.)
      • July 2015 (Revised October 2016)
      • Case

      China Lodging Group (A)

      By: Tatiana Sandino, Shelley Xin Li and Nancy Hua Dai
      This case study explores the challenges of aligning middle management interests with company goals as a company navigates rapid growth in a dynamic industry. China Lodging Group, a Chinese hotel chain that opened about 2,000 hotels during its first decade in business,... View Details
      Keywords: Motivation and Incentives; Business or Company Management; Growth Management; Balanced Scorecard; Accommodations Industry; China
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      Sandino, Tatiana, Shelley Xin Li, and Nancy Hua Dai. "China Lodging Group (A)." Harvard Business School Case 116-004, July 2015. (Revised October 2016.)
      • July 2015
      • Article

      Prosocial Norms in the Classroom: The Role of Self-regulation in Following Norms of Giving

      By: P. R. Blake, M. Piovesan, N. Montinari, F. Werneken and F. Gino
      Children who are prosocial in elementary school tend to have higher academic achievement and experience greater acceptance by their peers in adolescence. Despite this positive influence on educational outcomes, it is still unclear why some children are more prosocial... View Details
      Keywords: Behavior; Attitudes; Learning; Standards; Education Industry
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      Blake, P. R., M. Piovesan, N. Montinari, F. Werneken, and F. Gino. "Prosocial Norms in the Classroom: The Role of Self-regulation in Following Norms of Giving." Special Issue on Behavioral Economics of Education. Journal of Economic Behavior & Organization 115 (July 2015): 18–29.
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