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- All HBS Web
(811)
- People (2)
- News (192)
- Research (504)
- Events (1)
- Multimedia (2)
- Faculty Publications (280)
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- 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
Hagiu, Andrei. "How Facebook Can Totally Undermine Apple and Google in the Platform Games." Wired.com (February 4, 2013).
- October 2006 (Revised November 2007)
- Supplement
Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (B)
By: Christopher Marquis, Doug Guthrie and Yannis Katsarakis
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)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- June 2019 (Revised September 2024)
- Case
Parrot: Navigating the Nascent Drone Industry
By: Rory M. McDonald, Emilie Billaud and Vincent Dessain
In 2018, Henri Seydoux, CEO and Founder of Parrot, believed that his company was at an inflection point in its history. Parrot had been a European leader in consumer electronics since the 1990s, first developing Bluetooth kits for cars before moving on to electronic... View Details
Keywords: Forecasting and Prediction; Disruption; Entrepreneurship; Corporate Strategy; Technological Innovation; Leading Change; Competitive Advantage; Information Technology; Competitive Strategy; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Europe; France; Paris
McDonald, Rory M., Emilie Billaud, and Vincent Dessain. "Parrot: Navigating the Nascent Drone Industry." Harvard Business School Case 619-085, June 2019. (Revised September 2024.)
- 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.
- 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
Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
- February 2001 (Revised June 2001)
- Case
Competitive Dynamics in Home Video Games (C): The Sega Genesis
Describes the launch of Sega's 16-bit Genesis console in 1988 and its effect on competitor Nintendo. A rewritten version of an earlier case. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (C): The Sega Genesis." Harvard Business School Case 701-093, February 2001. (Revised June 2001.)
- December 2003 (Revised April 2004)
- Case
Blockbuster Inc. & Technological Substitution (C): The Internet Changes the Game
Investigates how the rise of the Internet as a vehicle for renting and buying movies has disrupted the video rental industry and how market leader Blockbuster Inc. can and should respond to these developments. Explores how the emergence of e-commerce affects the degree... View Details
Keywords: Organizational Change and Adaptation; Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Service Industry; Service Industry
Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (C): The Internet Changes the Game." Harvard Business School Case 704-462, December 2003. (Revised April 2004.)
- 2021
- Working Paper
MLS as a Sports Product—The Prominence of the World's Game in the U.S.
By: Stephen A. Greyser and Kenneth Cortsen
The purpose of this Working Paper is to analyze how soccer at the professional level in the U.S., with Major League Soccer as a focal point, has developed over the span of a quarter of a century. It is worthwhile to examine the growth of Major League Soccer (MLS) from... View Details
Keywords: Soccer; Major League Soccer; Sports; Growth and Development; Organizational Structure; Business Model; Sports Industry; United States
Greyser, Stephen A., and Kenneth Cortsen. "MLS as a Sports Product—The Prominence of the World's Game in the U.S." Harvard Business School Working Paper, No. 21-111, March 2021. (Revised April 2021.)
- June 2001
- Case
Competitive Dynamics in Home Video Games (I): The Sony PlayStation
Describes Sony's entry into the home video-game market and its strategy for gaining market share. A rewritten version of an earlier case. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
- March 2024
- Case
Ava DuVernay's Array: Disrupting the Hollywood Film Industry
By: Anita Elberse and Morgan Brewton-Johnson
In February 2023 acclaimed filmmaker Ava DuVernay is filming her latest movie, Origin, a daring adaptation of Isabel Wilkerson’s book Caste: The Origins of Our Discontents. With Origin, DuVernay is pioneering a method to finance the endeavor—through a combination of... View Details
Keywords: Financing and Loans; Intellectual Property; Philanthropy and Charitable Giving; Disruption; Motion Pictures and Video Industry
Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 2024.
- 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.
- June 2001
- Case
Competitive Dynamics in Home Video Games (D): The Nintendo Super NES
Sets the scene for Nintendo's launch of its Super NES console in Japan and in the United States and describes consumer reaction to the console versus that of its major competitor at the time, Sega. A rewritten version of an earlier case. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, June 2001.
- February 2001 (Revised July 2001)
- Case
Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn
Outlines the events leading up to the Sega's launch of its 32-bit console named Saturn. View Details
Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn." Harvard Business School Case 701-097, February 2001. (Revised July 2001.)
- November 2017
- Teaching Note
Tencent
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426.
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... 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 Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; 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; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; 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; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; 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)
- 13 May 2010
- Working Paper Summaries
Just Say No to Wall Street: Putting A Stop to the Earnings Game
- September 2022 (Revised November 2023)
- Case
Wordle
After sourdough bread, countertop chive gardens, and vaccine selfies came a pandemic-era trend that everyone seemed to be in on: one daily chance to guess a five-letter word and crow about your success on social media via little green and yellow squares. From a... 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.
- November 2007
- Teaching Note
Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (TN) (A) & (B)
By: Christopher Marquis and Alison Comings
- July 2014
- Article
Project Complexity and Systems Integration: Constructing the London 2012 Olympics and Paralympics Games
By: Andrew Davies and Ian Mackenzie
Our study of the London Olympics 2012 construction programme showed that systems integration is one of the major challenges involved in delivery of a complex "system of systems"—or array—project. Organizations cope with complexity by decomposing a project into... View Details
Keywords: Integration; Construction; Complexity; Sports; Projects; Construction Industry; Construction Industry; London
Davies, Andrew, and Ian Mackenzie. "Project Complexity and Systems Integration: Constructing the London 2012 Olympics and Paralympics Games." International Journal of Project Management 32, no. 5 (July 2014): 773–790.