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      • 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.)
      • October 2007 (Revised December 2007)
      • Case

      TiVo 2007: DVRs and Beyond

      By: David B. Yoffie and Michael Slind
      Tom Rogers, CEO of TiVo, had placed multiple strategic bets on his company. In September 2007, that strategy was due for a major test. TiVo was a maker of digital video recorder (DVR) products and a distributor of DVR technology. Rogers believed that macro-trends in... View Details
      Keywords: Advertising; Business Model; Television Entertainment; Intellectual Property; Lawsuits and Litigation; Management Analysis, Tools, and Techniques; Distribution; Problems and Challenges; Partners and Partnerships; Research; Internet; Entertainment and Recreation Industry; United States
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      Yoffie, David B., and Michael Slind. "TiVo 2007: DVRs and Beyond." Harvard Business School Case 708-401, October 2007. (Revised December 2007.)
      • May 2007 (Revised April 2009)
      • Case

      Netflix

      By: Willy C. Shih, Stephen P. Kaufman and David Spinola
      Reed Hastings founded Netflix with a vision to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encouraged challenges it underwent several major strategy shifts, ultimately developing a... View Details
      Keywords: Business Model; Film Entertainment; Disruptive Innovation; Growth and Development Strategy; Distribution Channels; Service Delivery; Renting or Rental; Competitive Strategy; Motion Pictures and Video Industry
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      Shih, Willy C., Stephen P. Kaufman, and David Spinola. "Netflix." Harvard Business School Case 607-138, May 2007. (Revised April 2009.)
      • 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.
      • December 2004
      • Case

      Hasbro Games -- POX (B)

      By: David B. Godes and Elie Ofek
      Keywords: Video Game Industry
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      Godes, David B., and Elie Ofek. "Hasbro Games -- POX (B)." Harvard Business School Case 505-047, December 2004.
      • August 2004 (Revised March 2005)
      • Teaching Note

      Flextronics: Deciding on a Shop-Floor System for Producing the Microsoft Xbox (TN)

      By: Jeffrey T. Polzer, Hillary Anger Elfenbein and Jenny Illes
      Teaching Note to (9-403-090). View Details
      Keywords: Factories, Labs, and Plants; Video Game Industry; Video Game Industry; Spain
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      Polzer, Jeffrey T., Hillary Anger Elfenbein, and Jenny Illes. "Flextronics: Deciding on a Shop-Floor System for Producing the Microsoft Xbox (TN)." Harvard Business School Teaching Note 405-007, August 2004. (Revised March 2005.)
      • July 2004 (Revised March 2007)
      • Case

      Sony EyeToy

      By: Anita Elberse and Youngme E. Moon
      In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
      Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
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      Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
      • Jun 2004
      • Conference Presentation

      Marketing Sequels Of Creative Goods: The Case of Video Games

      By: Anita Elberse and Marco Bertini
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      Elberse, Anita, and Marco Bertini. "Marketing Sequels Of Creative Goods: The Case of Video Games." Paper presented at the INFORMS Marketing Science Conference, Rotterdam, June 2004.
      • September 2003 (Revised September 2004)
      • Case

      Hearthside Homes

      By: Jason R. Barro, Brian J. Hall and Aaron Zimmerman
      Investigates the "controllability problem" inherent in bonus systems. Ideally, an incentive system accurately measures performance in areas that the individual can control. But most measures are either too broad, including factors outside the influence of the employee,... View Details
      Keywords: Motivation and Incentives; Housing; Performance Evaluation; Construction Industry; Manufacturing Industry; Real Estate Industry
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      Barro, Jason R., Brian J. Hall, and Aaron Zimmerman. "Hearthside Homes." Harvard Business School Case 904-003, September 2003. (Revised September 2004.)
      • June 2002 (Revised September 2002)
      • Case

      Pokemon: Gotta Catch 'Em All (Abridged)

      By: Youngme E. Moon
      Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
      Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Video Game Industry; Video Game Industry; Japan; Asia; United States
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      Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
      • 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
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      Narayanan, V.G., and Lisa Brem. "Supply Chain Close-Up: The Video Vault." Harvard Business School Case 102-070, March 2002. (Revised May 2003.)
      • February 2002 (Revised May 2002)
      • Background Note

      That's a Wrap: The Dynamics of the Video Rental Industry

      By: V.G. Narayanan and Lisa Brem
      The history, current dynamics, and future trends of the $10 billion home video rental industry provides a platform to discuss revenue-sharing contracts between suppliers of home videocassettes and retailers. View Details
      Keywords: Contracts; Motivation and Incentives; Supply Chain Management; Revenue; Financial Strategy; Motion Pictures and Video Industry
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      Narayanan, V.G., and Lisa Brem. "That's a Wrap: The Dynamics of the Video Rental Industry." Harvard Business School Background Note 102-051, February 2002. (Revised May 2002.)
      • August 2001 (Revised September 2002)
      • Case

      Sony PlayStation2 (A)

      By: Rohit Deshpande and Seth Schulman
      In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
      Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
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      Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
      • September 1999
      • Case

      Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)

      By: Stefan H. Thomke and Andrew Robertson
      Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
      Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Computer Industry
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      Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
      • Research Summary

      Overview

      By: Andy Wu
      How can technology entrepreneurs build competitive advantage from the ground up? Professor Andy Wu conducts scholarly research and develops course materials that document how technology entrepreneurs can (1) organize for innovation to create new market opportunities... View Details
      Keywords: Strategy; Entrepreneurship; Venture Capital; Growth Management; Organizational Design; Organizational Structure; Technology Platform; Technological Innovation; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; China; Southeast Asia; South Asia
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