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  • 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.)
  • 2012
  • Case

Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'

By: Rosabeth Moss Kanter and Anne Arlinghaus
Shelly London and Ethics Education — 'Strengthening Our Moral Compass' 2009 AL Fellow
Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
Keywords: Leadership Skills; Ethics Education; Initiatives; Morality; Moral Compass; Prima Facie; Grassroots Movement; Ethical Reasoning; Decision-making; Social Media; Media Relations; Family Dinner Project; Public Conversations Project; Laura Chasin; Computer Games; Video Games; Quandary; Organizational Structure; Infrastructure; Ethics; Education; Moral Sensibility; Behavior; Decision Making; Leadership; Innovation and Management; Education Industry; Education Industry; North and Central America
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Kanter, Rosabeth Moss, and Anne Arlinghaus. "Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'." Harvard Business Publishing Case 313-028, 2012. (Harvard Advanced Leadership Initiative.)
  • Research Summary

Strategic and Competitive Dynamics

Professor Coughlan's research in the area of Strategic and Competitive Dynamics applies game theory, industrial organization economics, and laboratory experiments to the investigation of competitive interactions between firms and strategic responses to technological... View Details
  • Research Summary

Overview

By: Ramon Casadesus-Masanell
I study strategic interaction between organizations that operate different business models. View Details
Keywords: Business Models; Industrial Organization; Strategic Interaction; Competitiveness; Strategy; Competition; Game Theory; Cooperation; Competitive Advantage; Competitive Strategy; China; Europe
  • October 2010 (Revised May 2011)
  • Case

Take-Two Interactive Software, Inc.

By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
  • January 2009 (Revised January 2010)
  • Case

Responding to the Wii?

By: Andrei Hagiu and Hanna Halaburda
After years of gaming console industry leadership, how should Sony respond to the overwhelming success of competitor Nintendo's user-friendly Wii over Sony's high-tech PlayStation 3? It was August 2008 and Kazuo Hirai, chief executive of Sony Computer Entertainment... View Details
Keywords: Games, Gaming, and Gambling; Two-Sided Platforms; Industry Structures; Competitive Strategy; Electronics Industry; Electronics Industry
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Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii?" Harvard Business School Case 709-448, January 2009. (Revised January 2010.)
  • February 2004 (Revised November 2004)
  • Case

Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo

Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest... View Details
Keywords: Technology; Value Creation; Change Management; Marketing Strategy; Competitive Advantage; Video Game Industry
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Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
  • July 2022 (Revised January 2025)
  • Case

Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard

By: Jonas Heese, Joseph Pacelli and James Barnett
In January 2022, Microsoft announces its acquisition of the video game company Activision Blizzard, in a deal valued at $68.7 billion, which would make Microsoft the world’s third largest video game company. The deal came as Activision Blizzard faced gender pay... View Details
Keywords: Accounting; Goodwill Accounting; Analysis; Decision Making; Talent and Talent Management; Games, Gaming, and Gambling; Ethics; Leadership; Risk and Uncertainty; Mergers and Acquisitions; Lawsuits and Litigation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; North America; California
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Heese, Jonas, Joseph Pacelli, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised January 2025.)
  • July 2004 (Revised July 2005)
  • Case

Activision: The 'Kelly Slater's Pro Surfer' Project

By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the... View Details
Keywords: Games, Gaming, and Gambling; Product Development; Customer Satisfaction; Projects; Business or Company Management; Product Launch; Marketing Strategy; Decision Choices and Conditions; Industry Structures; Innovation Strategy; Entertainment and Recreation Industry; United States
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MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
  • 2024
  • Working Paper

What Makes Players Pay? An Empirical Investigation of In-Game Lotteries

By: Tomomichi Amano and Andrey Simonov
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Paid loot boxes are contentious. Game producers argue that loot boxes complement the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game.... View Details
Keywords: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
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Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper Series, No. 4355019, June 2024.
  • 2004
  • Case

Hasbro Interactive

By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically.... View Details
Keywords: Expansion; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
  • September 2022 (Revised January 2025)
  • Case

The Pokémon Company: Evolving into an Everlasting Brand

By: Tomomichi Amano and Masaki Nomura
Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that... View Details
Keywords: Advertising; Brands and Branding; Marketing Strategy; Consumer Behavior; Growth and Development Strategy; Video Game Industry; Japan
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Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022. (Revised January 2025.)
  • February 1995
  • Case

Promus Companies, The: Harrah's Casinos

By: Stephen P. Bradley and Takia Mahmood
Provides an overview of the U.S. gambling industry and the rapid expansion of gambling beyond Nevada and New Jersey since 1988. Focuses on Harrah's, a traditional top-tier casino company, which was the first to aggressively expand into emerging gaming markets and that... View Details
Keywords: Emerging Markets; Competitive Advantage; Corporate Strategy; Expansion; Las Vegas; New Jersey
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Bradley, Stephen P., and Takia Mahmood. "Promus Companies, The: Harrah's Casinos." Harvard Business School Case 795-039, February 1995.
  • April 2017 (Revised May 2022)
  • Case

King Digital Entertainment

By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi... View Details
Keywords: Entrepreneurship; Information Technology; Growth and Development Strategy; Organizational Structure; Acquisition; Decision Choices and Conditions; Video Game Industry; Europe; Sweden
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Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
  • 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
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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.)
  • 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; Telecommunications Industry; Telecommunications Industry
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Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
  • April 2010 (Revised January 2013)
  • Case

Southwest Airlines: In a Different World

By: James L. Heskett and W. Earl Sasser Jr.
This is the fourth in a 35-year series of HBS cases on an organization that has changed the rules of the game globally for an entire industry by offering both differentiated and low-price service. The focus of the case is on whether Southwest Airlines should buy gates... View Details
Keywords: Decision Choices and Conditions; Service Delivery; Service Operations; Organizational Culture; Competitive Strategy; Air Transportation Industry; New York (city, NY)
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Heskett, James L., and W. Earl Sasser Jr. "Southwest Airlines: In a Different World." Harvard Business School Case 910-419, April 2010. (Revised January 2013.)
  • August 2002 (Revised August 2003)
  • Case

Electronic Arts Introduces The Sims Online

By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
  • 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.)
  • 12 Mar 2006
  • Research & Ideas

New Research Explores Multi-Sided Markets

Xbox, make their profits from game developers through royalties and incur losses on the sale of consoles to users by pricing them below cost. The key reason is that two-sided platforms must solve a chicken-and-egg problem. For example,... View Details
Keywords: by Sean Silverthorne; Technology
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