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

Show Results For

  • All HBS Web  (779)
    • People  (2)
    • News  (185)
    • Research  (505)
    • Events  (1)
    • Multimedia  (2)
  • Faculty Publications  (283)
← Page 5 of 779 Results →
  • 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
Keywords: Competition; Market Entry and Exit; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
  • 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
Keywords: Competitive Advantage; Competitive Strategy; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (C): The Sega Genesis." Harvard Business School Case 701-093, February 2001. (Revised June 2001.)
  • 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.
  • 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.
  • 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.
  • 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
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Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 2024.
  • 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
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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.)
  • 20 Oct 2014
  • Blog Post

Create Buzzworthy Industry Education Events at HBS

of recruiting. We want you to succeed in your presentations, and have students walk away both smarter and psyched about your firm and sector because they invested their time to attend. Here are our four keys to that kingdom of an outstanding View Details
  • 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
Keywords: Competitive Strategy; Product Launch; Video Game Industry
Citation
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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.)
  • 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
Keywords: Competition; Video Game Industry; Japan; United States
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, June 2001.
  • 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.
  • 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)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 2017.
  • 13 May 2010
  • Working Paper Summaries

Just Say No to Wall Street: Putting A Stop to the Earnings Game

Keywords: by Joseph Fuller & Michael C. Jensen; Financial Services
  • September 2022 (Revised November 2023)
  • Case

Wordle

By: Karen G. Mills, Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck and Morgane Herculano
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
Keywords: Games; Innovation; General Management; Mergers and Acquisitions; Trends; Entrepreneurship; Bids and Bidding; Consumer Behavior; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Mills, Karen G., Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck, and Morgane Herculano. "Wordle." Harvard Business School Case 323-032, September 2022. (Revised November 2023.)
  • 01 Sep 2017
  • News

The Biggest Industry You’ve Never Heard Of

Bjerg is staring blankly at his computer screen. He adjusts his two monitors and fiddles with the speakers as he awaits the start of his next League of Legends battle. As he does many days, Bjerg will sit here playing the popular video View Details
Keywords: April White; illustration by Brian Stauffer; esports; Twitch; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • 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
Keywords: Competition; Product Launch; Video Game Industry
Citation
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn." Harvard Business School Case 701-098, June 2001.
  • 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
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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.
  • November 2007
  • Teaching Note

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

By: Christopher Marquis and Alison Comings
Keywords: Sports; Sports Industry
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Marquis, Christopher, and Alison Comings. "Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (TN) (A) & (B)." Harvard Business School Teaching Note 408-081, November 2007.
  • Forthcoming
  • Article

Collusion in Brokered Markets

By: John William Hatfield, Scott Duke Kominers and Richard Lowery
High commissions in the U.S. residential real estate agency market present a puzzle for economic theory because brokerage is not a concentrated industry. We model brokered markets as a game in which agents post prices for customers and then choose which other agents to... View Details
Keywords: Real Estate Agents; Real Estate; Realtors; Broker Networks; Brokerage; Brokerage Commissions; "Brokerage Industry; Brokered Markets; Brokering; Brokers; Industrial Organization; Repeated Game Framework; "Repeated Games"; Collusion; Antitrust; Microeconomics; Market Design; Theory; Game Theory; Real Estate Industry
Citation
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Hatfield, John William, Scott Duke Kominers, and Richard Lowery. "Collusion in Brokered Markets." Journal of Finance (forthcoming).
  • October 2011 (Revised February 2012)
  • Case

One Game to Rule Them All: Lord of the Rings Online and the MMO Market

Keywords: Competition; Strategy; Business Model; Games, Gaming, and Gambling; Video Game Industry
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Halaburda, Hanna, William Collis, Rob McKeon, and Ivan Nausieda. "One Game to Rule Them All: Lord of the Rings Online and the MMO Market." Harvard Business School Case 712-434, October 2011. (Revised February 2012.)
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