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- All HBS Web
(385)
- News (97)
- Research (220)
- Multimedia (2)
- Faculty Publications (140)
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- 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
Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
- 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
- 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
- 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
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- November 2000 (Revised June 2001)
- Case
Pokemon: Gotta Catch 'Em All
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: Age; Entertainment; Ethics; Cross-Cultural and Cross-Border Issues; Brands and Branding; Entertainment and Recreation Industry; Japan; United States
Fournier, Susan M., and Andrea Carol Wojnicki. "Pokemon: Gotta Catch 'Em All." Harvard Business School Case 501-017, November 2000. (Revised June 2001.)
- 26 Jul 2016
- Research & Ideas
Where will Pokémon Go with Your Personal Information?
all time. Data analytics firm Similar Web reported that in its first week alone, the app had been installed on nearly 11 percent of all Android phones in the United States, and surpassed Twitter’s daily usage shortly thereafter. Pokémon Go is a View Details
- October 2009 (Revised July 2012)
- Case
Emotiv Systems Inc.: It's the Thoughts that Count
By: Elie Ofek, Jason Riis and Paul Hamilton
Emotiv is getting ready to launch its innovative brain-computer interfacing (BCI) technology. The company has developed a special headset, called EPOC, and highly sophisticated software that can translate a person's emotions, cognitive thoughts, and facial expressions... View Details
Keywords: Technology Adoption; Sales; Technological Innovation; Demand and Consumers; Marketing Strategy; Partners and Partnerships; Entrepreneurship; Forecasting and Prediction; Product Launch; Business Startups; Technology Industry
Ofek, Elie, Jason Riis, and Paul Hamilton. "Emotiv Systems Inc.: It's the Thoughts that Count." Harvard Business School Case 510-050, October 2009. (Revised July 2012.)
- 10 Jun 2008
- First Look
First Look: June 10, 2008
note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies... View Details
Keywords: Martha Lagace
- June 2024
- Case
Arete Research on Unity Software
By: Joseph Pacelli and Tonia Labruyere
Richard Kramer, CEO of Arete Research, an independent research firm, reflects on his team's coverage of the stock of Unity Software, a U.S.-based mobile games software company. View Details
Keywords: Analysis; Initial Public Offering; Analytics and Data Science; Applications and Software; Mobile and Wireless Technology; Valuation; Value Creation; Video Game Industry; Video Game Industry; United Kingdom; United States
Pacelli, Joseph, and Tonia Labruyere. "Arete Research on Unity Software." Harvard Business School Case 124-086, June 2024.
- September 2003 (Revised February 2004)
- Case
Electronic Arts: The Blockbuster Strategy
Describes the process that the firm employs to allocate resources to new product development projects. Examines whether the firm can sustain its competitive advantage given its existing game design process. View Details
Keywords: Resource Allocation; Competitive Advantage; Decision Making; Product Development; Video Game Industry
Roberto, Michael, and Gina Carioggia. "Electronic Arts: The Blockbuster Strategy." Harvard Business School Case 304-013, September 2003. (Revised February 2004.)
- March 2000 (Revised February 2002)
- Case
Stainless Steel Studios, Inc.
Stainless Steel Studios is the latest entrepreneurial venture of renowned computer game designer Rick Goodman. Goodman must now decide the role of customer feedback in crafting the next generation of computer games. This case addresses how operations systems can be... View Details
West, Jonathan, Michael J Buttrey, S. Robert Goldman, Jonas P Nilsson, and Christian G. Kasper. "Stainless Steel Studios, Inc." Harvard Business School Case 600-034, March 2000. (Revised February 2002.)
- June 2023 (Revised October 2024)
- Teaching Note
Clash of Two Giants Simulation Exercise Teaching Note
By: Feng Zhu
Teaching Note for HBS Case No. 623-092. Many markets are organized around platforms that connect consumers with complimentary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need... View Details
- 10 May 2018
- Cold Call Podcast
'Candy Crush' Was a Blockbuster; Can King Digital Capitalize?
- December 2009 (Revised June 2011)
- Case
Curt Schilling's Next Pitch
By: Noam T. Wasserman, Jeffrey J. Bussgang and Rachel Gordon
As his major-league pitching career was starting to wind down in 2006, baseball all-star Curt Schilling decided to become an entrepreneur. Looking to focus his tenacity and his passion for online role-playing games on a new challenge, he founded an online gaming... View Details
Keywords: Mergers and Acquisitions; Business Startups; Decision Choices and Conditions; Entrepreneurship; Financing and Loans; Leadership; Personal Development and Career; Groups and Teams; Video Game Industry
Wasserman, Noam T., Jeffrey J. Bussgang, and Rachel Gordon. "Curt Schilling's Next Pitch." Harvard Business School Case 810-053, December 2009. (Revised June 2011.)
- June 2023
- Exercise
Clash of Two Giants Simulation Exercise Instructions
By: Feng Zhu and Marco Iansiti
Many markets are organized around platforms that connect consumers with complimentary 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: Platform Strategies; Technology Platform; Customer Acquisition; Network Effects; Digital Platforms; Marketplace Matching; Strategy
Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise Instructions." Harvard Business School Exercise 623-092, June 2023.
- Research Summary
Dynamic Demand Estimation in Platform and Two-Sided Markets
This
paper develops techniques to structurally estimate consumer demand
in general platform-intermediated and two-sided markets. By
estimating both sides of the market simultaneously, the methodology
presented here is able to (1) endogenize the utility of a platform
as... View Details
- 29 Jan 2014
- Research & Ideas
Super Bowl Ads for Multitaskers
with beautiful pictures, upbeat music, or dramatic lighting. Finally, emotion-focused ads do this by appealing to consumers' emotional attachment to the brand by personally connecting the product to how it will fit into their lives. (See View Details
- September 2020 (Revised May 2024)
- Case
Hot Wheels: Launching The Mixed Play Experience
By: Elie Ofek, Andres Terech and Nicole Tempest Keller
Chris Down, Global Brand General Manager for Hot Wheels, and his team from the Advanced Play Group within Mattel, Inc., had developed an entirely new “mixed play” product experience that blended familiar Hot Wheels play in the physical world with breakthrough play in... View Details
Keywords: Toys; Go-to-market Strategy; Product Development; Technological Innovation; Product Launch; Product Positioning; Decision Making; Marketing; Strategy; Los Angeles
Ofek, Elie, Andres Terech, and Nicole Tempest Keller. "Hot Wheels: Launching The Mixed Play Experience." Harvard Business School Case 521-017, September 2020. (Revised May 2024.)
- November–December 2013
- Article
The Dynamic Effects of Bundling as a Product Strategy
By: Timothy Derdenger and Vineet Kumar
Several key questions in bundling have not been empirically examined: Is mixed bundling more effective than pure bundling or pure components? Does correlation in consumer valuations make bundling more or less effective? Does bundling serve as a complement or substitute... View Details
Derdenger, Timothy, and Vineet Kumar. "The Dynamic Effects of Bundling as a Product Strategy." Marketing Science 32, no. 6 (November–December 2013): 827–859.
- 2015
- Other Teaching and Training Material
Competitive Strategies Marketing Reading
By: Jill Avery and Sunil Gupta
Core Curriculum Readings in Marketing cover the fundamental concepts, theories, and frameworks that business students must study.
This Reading illuminates the dynamics of companies in competition and offers a process for planning and executing marketing... View Details
This Reading illuminates the dynamics of companies in competition and offers a process for planning and executing marketing... View Details
Keywords: Competitive Strategy
Avery, Jill, and Sunil Gupta. "Competitive Strategies Marketing Reading." Core Curriculum Readings Series. Boston: Harvard Business School Publishing 8158, 2015.