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Publications

Publications

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Filter Results: (357) Arrow Down Arrow Up

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  • All HBS Web  (357)
    • News  (97)
    • Research  (226)
    • Multimedia  (2)
  • Faculty Publications  (140)

Show Results For

  • All HBS Web  (357)
    • News  (97)
    • Research  (226)
    • Multimedia  (2)
  • Faculty Publications  (140)
← Page 5 of 357 Results →

    Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

    This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and... View Details
    • 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.)
    • 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.)
    • 29 Nov 2022
    • Cold Call Podcast

    How Will Gamers and Investors Respond to Microsoft’s Acquisition of Activision Blizzard?

    Keywords: Re: Joseph Pacelli; Technology; Media & Broadcasting
    • 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; Technology Industry; Information Technology Industry; Media and Broadcasting 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.
    • January 2001 (Revised February 2002)
    • Case

    Rambus, Inc.: Commercializing the Billion Dollar Idea

    Rambus, Inc. was founded to develop a new type of high-speed memory chip technology to enable DRAMs to keep up with ever-faster microprocessors. After developing the technology, Rambus chose an unusual licensing approach to commercialize it. This case focuses on the... View Details
    Keywords: Technological Innovation; Competition; Commercialization; Information Infrastructure; Cooperation; Technology Industry
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    Silverman, Brian S., and Briana Huntsberger. "Rambus, Inc.: Commercializing the Billion Dollar Idea." Harvard Business School Case 701-056, January 2001. (Revised February 2002.)
    • 22 Feb 2012
    • Working Paper Summaries

    The Dynamic Effects of Bundling as a Product Strategy

    Keywords: by Timothy Derdenger & Vineet Kumar; Video Game
    • 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.)
    • June 2001 (Revised February 2002)
    • Case

    Rambus, Inc.: Commercializing the Billion Dollar Idea (A)

    Rambus, Inc. was founded to develop a new type of high-speed memory chip technology to enable DRAMs to keep up with ever-faster microprocessors. After developing the technology, Rambus chose an unusual licensing approach to commercialize it. This case series describes... View Details
    Keywords: Technological Innovation; Competition; Commercialization; Hardware; Cooperation; Technology Industry
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    Silverman, Brian S., and Briana Huntsberger. "Rambus, Inc.: Commercializing the Billion Dollar Idea (A)." Harvard Business School Case 701-124, June 2001. (Revised February 2002.)
    • September 2012 (Revised March 2014)
    • Case

    Videogames: Clouds on the Horizon?

    By: Andrei Hagiu and Kerry Herman
    Since the creation of the first videogame systems in the 1970s, the videogame industry has undergone numerous transformations as new technologies and market entrants fundamentally changed the gaming experience of customers. In the early 21st century, customers began... View Details
    Keywords: Technological Innovation; Strategy; Industry Growth; Video Game Industry
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    Hagiu, Andrei, and Kerry Herman. "Videogames: Clouds on the Horizon?" Harvard Business School Case 713-424, September 2012. (Revised March 2014.)
    • October 2009
    • Case

    Digital Chocolate

    By: Linda A. Hill and Alison Berkley Wagonfeld
    Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard... View Details
    Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Video Game Industry; Video Game Industry
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    Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
    • February 2010 (Revised March 2013)
    • Case

    Zynga (A)

    By: Mikolaj Jan Piskorski and David Chen
    In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard... View Details
    Keywords: Customer Focus and Relationships; Decision Choices and Conditions; Growth and Development Strategy; Distribution Channels; Product Development; Organizational Change and Adaptation; Corporate Strategy; Video Game Industry
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    Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
    • 06 Sep 2016
    • News

    Why GitHub Finally Abandoned Its Bossless Workplace

    • June 2023
    • Supplement

    Clash of Two Giants Simulation Exercise

    By: Feng Zhu and Marco Iansiti
    Many markets are organized around platforms that connect consumers with complementary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A... View Details
    Keywords: Customer Acquisition; Platform Strategy; Technology Platform; Digital Platforms; Competitive Strategy; Network Effects
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    Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise." Harvard Business School PowerPoint Supplement 623-717, June 2023.
    • 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.)
    • 07 Apr 2022
    • Blog Post

    Product Management at HBS: Roll Up Your Sleeves and Learn by Doing

    manager in the video game industry. For me, it's the perfect combination of an empathetic understanding of the gaming customer, a medium to enable the strength of others, and a... View Details
    • January 2008 (Revised March 2008)
    • Case

    Glass Egg Digital Media

    Glass Egg is an outsource games development firm in Vietnam. They are able to offer brand-name publishers-Microsoft EA, Atari-significant cost savings in the development of art assets for their video games. However, the firm's management find themselves at a point at... View Details
    Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Marketing Strategy; Demand and Consumers; Product Development; Organizational Structure; Entertainment and Recreation Industry
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    Godes, David B. "Glass Egg Digital Media." Harvard Business School Case 508-066, January 2008. (Revised March 2008.)
    • 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.)
    • 15 Nov 2022
    • Op-Ed

    Why TikTok Is Beating YouTube for Eyeball Time (It’s Not Just the Dance Videos)

    At the end of June 2022, a video was posted on TikTok with the theme, “I know Victoria’s secret.” The secret was that Victoria was “an old man who lives in Ohio making money off of girls like me cashing in on body issues.” The song was... View Details
    Keywords: by John Deighton and Leora Kornfeld
    • March 2024 (Revised September 2024)
    • Case

    Supercell 2.0: Clash of Plans

    By: Jeffrey F. Rayport and George Gonzalez
    Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
    Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
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    Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
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