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Publications

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  • All HBS Web  (779)
    • People  (2)
    • News  (185)
    • Research  (505)
    • Events  (1)
    • Multimedia  (2)
  • Faculty Publications  (283)

Show Results For

  • All HBS Web  (779)
    • People  (2)
    • News  (185)
    • Research  (505)
    • Events  (1)
    • Multimedia  (2)
  • Faculty Publications  (283)
← Page 4 of 779 Results →
  • July–August 1983
  • Article

End-Game Strategies for Declining Industries

By: Kathryn Rudie Harrigan and M. E. Porter
Many companies are faced with declining product demand beyond their control. A study of the strategies of over 95 companies that confronted declining markets suggests that companies can often be very successful if they analyze all the characteristics that shape... View Details
Keywords: Strategy; Business Ventures
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Harrigan, Kathryn Rudie, and M. E. Porter. "End-Game Strategies for Declining Industries." Harvard Business Review 61, no. 4 (July–August 1983).
  • September 2024 (Revised March 2025)
  • Supplement

Wemade: (Re)Establishing Trust in Blockchain Games (B)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
Keywords: Blockchain; Cryptocurrency; Crypto Economy; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Financial Markets; Governance; Accounting Industry; Accounting Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (B)." Harvard Business School Supplement 125-018, September 2024. (Revised March 2025.)
  • August 2008 (Revised April 2012)
  • Case

Real Property Negotiation Game (A): Seller Case, Las Vegas Pines

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. This is the seller... View Details
Keywords: Negotiation; Property; Sales; Price; Financing and Loans; Real Estate Industry; Las Vegas
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Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Seller Case, Las Vegas Pines." Harvard Business School Case 209-038, August 2008. (Revised April 2012.)
  • 16 Jan 2014
  • News

Even Sony's Playstation Now Can't Kill Retro Video Games

  • 19 Oct 2012
  • Research & Ideas

Digital Technology’s Profound Game Change for Marketers

software eating the world. Software is disrupting industry after industry and transforming large swathes of the economy. When I was an entrepreneur in the 1990s, I would debate with my investors what sliver... View Details
Keywords: by Jeffrey Bussgang; Advertising; Technology
  • 19 Feb 2015
  • News

Apple's plan for world domination is a waiting game

  • March 2023
  • Article

Not from Concentrate: Collusion in Collaborative Industries

By: Jordan M. Barry, John William Hatfield, Scott Duke Kominers and Richard Lowery
The chief principle of antitrust law and theory is that reducing market concentration—having more, smaller firms instead of fewer, bigger ones—reduces anticompetitive behavior. We demonstrate that this principle is fundamentally incomplete.

In many... View Details
Keywords: Antitrust; Antitrust Law; Antitrust Theory; Law And Economics; Collusion; Collaboration; Collaborative Industries; Regulation; "Repeated Games"; IPOs; Initial Public Offerings; Underwriters; Real Estate; Real Estate Agents; Realtors; Syndicated Markets; Syndication; Brokers; Market Concentration; Competition; Law; Economics; Collaborative Innovation and Invention; Governing Rules, Regulations, and Reforms; Game Theory; Initial Public Offering
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Barry, Jordan M., John William Hatfield, Scott Duke Kominers, and Richard Lowery. "Not from Concentrate: Collusion in Collaborative Industries." Iowa Law Review 108, no. 3 (March 2023): 1089–1148.
  • 09 May 2011
  • Research & Ideas

Moving From Bean Counter to Game Changer

Management for Corporate Leaders in 2010, says she's still following up with both banks and plans to turn the research into teaching case studies. She's also looking at how risk management works in industries such as electrical and... View Details
Keywords: by Kim Girard; Banking
  • 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.)
  • February 2010
  • Supplement

Real Property Negotiation Game (CW): Excel Model

By: Arthur I. Segel, John Vogel and Justin Seth Ginsburgh
This Excel model is used to analyze the deals made in The Real Property Negotiation Game, which simulates the experience negotiating the sale, purchase, or financing of a property. View Details
Keywords: Property; Negotiation Deal; Sales; Financing and Loans; Mathematical Methods; Real Estate Industry
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Segel, Arthur I., John Vogel, and Justin Seth Ginsburgh. "Real Property Negotiation Game (CW): Excel Model." Harvard Business School Spreadsheet Supplement 210-703, February 2010.
  • 1990
  • Book

Service Breakthroughs: Changing the Rules of the Game

By: J. Heskett, C. Hart and W. E. Sasser Jr.
Keywords: Change; Service Industry
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Heskett, J., C. Hart, and W. E. Sasser Jr. Service Breakthroughs: Changing the Rules of the Game. NY: Free Press, 1990.
  • 17 Oct 2013
  • News

New Game in Town: Investing in Pro Athletes

Keywords: Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • October 2023 (Revised March 2024)
  • Case

Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game

By: Tsedal Neeley, Jeff Huizinga and Emily Grandjean
Ken Xie, cofounder of cybersecurity giant Fortinet, faced a critical decision that would validate his leadership. Fortinet became the industry’s second-largest pureplay cybersecurity firm by developing differentiated hardware and investing in R&D. However, after a... View Details
Keywords: Leadership Development; Leadership Style; Marketing Strategy; Communication Strategy; Cybersecurity; Competitive Advantage; Information Technology Industry; United States; Sunnyvale
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Neeley, Tsedal, Jeff Huizinga, and Emily Grandjean. "Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game." Harvard Business School Case 424-016, October 2023. (Revised March 2024.)
  • 06 Feb 2014
  • News

Why the X Games Won't Dethrone the Olympics

Keywords: disruptive innovation; sports; competitive advantage; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • May 2008
  • Teaching Note

Hasbro Games -- POX (TN) (A) and (B)

By: Elie Ofek and David B. Godes
Teaching Note for [505046] and [505047]. View Details
Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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Ofek, Elie, and David B. Godes. "Hasbro Games -- POX (TN) (A) and (B)." Harvard Business School Teaching Note 508-112, May 2008.
  • February 4, 2013
  • Guest Column

How Facebook Can Totally Undermine Apple and Google in the Platform Games

By: Andrei Hagiu
Today, Facebook seems like the juggernaut crushing everything in its path, most recently Twitter's Vine app and Yandex's social app. And in its last quarter, Facebook's mobile usage surpassed its web usage—for the first time ever. This is important because Facebook has... View Details
Keywords: Technology Industry
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Hagiu, Andrei. "How Facebook Can Totally Undermine Apple and Google in the Platform Games." Wired.com (February 4, 2013).
  • October 2006 (Revised November 2007)
  • Case

Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (A)

By: Christopher Marquis, Doug Guthrie and Yannis Katsarakis
Gianna Angelopoulous-Daskalaki led the bidding organization that secured the 2004 Olympics for Athens and then later the preparations for those Games. Tracks her leadership style and how she and her team won the bid. After substantial planning problems threatened to... View Details
Keywords: Leadership Style; Bids and Bidding; Planning; Social Enterprise; Sports; Public Administration Industry
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Marquis, Christopher, Doug Guthrie, and Yannis Katsarakis. "Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (A)." Harvard Business School Case 407-050, October 2006. (Revised November 2007.)
  • 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 2006 (Revised November 2007)
  • Supplement

Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (B)

By: Christopher Marquis, Doug Guthrie and Yannis Katsarakis
Keywords: Sports; Sports Industry; Greece
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Marquis, Christopher, Doug Guthrie, and Yannis Katsarakis. "Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (B)." Harvard Business School Supplement 407-051, October 2006. (Revised November 2007.)
  • September 2017
  • Case

Tencent

By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Asia; China; Canton (province, China)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
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