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  • All HBS Web  (794)
    • News  (262)
    • Research  (386)
    • Multimedia  (8)
  • Faculty Publications  (162)

Show Results For

  • All HBS Web  (794)
    • News  (262)
    • Research  (386)
    • Multimedia  (8)
  • Faculty Publications  (162)
← Page 6 of 794 Results →
  • January 2016
  • Teaching Note

Take-Two Interactive Software, Inc.

By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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Gupta, Sunil, and Margaret Rodriguez. "Take-Two Interactive Software, Inc." Harvard Business School Teaching Note 516-070, January 2016.
  • June 2001 (Revised October 2003)
  • Case

Sampa Video, Inc.

A video rental store is considering offering home delivery service. Management must value the project under different financing strategies and methods, specifically adjusted present value (APV) and weighted average cost of capital (WACC). View Details
Keywords: Expansion; Cost of Capital; Entertainment; Decision Choices and Conditions; Financial Strategy; Motion Pictures and Video Industry; Motion Pictures and Video Industry
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Andrade, Gregor M., and Peter Tufano. "Sampa Video, Inc." Harvard Business School Case 201-094, June 2001. (Revised October 2003.)
  • 30 Aug 2021
  • News

Kominers’s Conundrums: A Heist Leads to a Virtual Adventure

    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 2012
    • Case

    Angry Birds

    By: Sunil Gupta and Dharmishta Rood
    Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile... View Details
    Keywords: Brands and Branding; Marketing Strategy; Diversification; Expansion; Video Game Industry; Finland
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    Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
    • 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.)
    • 16 Nov 2020
    • News

    Kominers’s Conundrums: This Puzzle Honors a Game-Show Legend

    • 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.
    • 30 Jan 2015
    • News

    Harvard business profs to tweet about the Super Bowl

    • December 2003 (Revised April 2004)
    • Case

    Blockbuster Inc. & Technological Substitution (D): The Threat of Direct Digital Distribution

    Examines the emergence of technologies for delivering video content to consumer homes via direct digital distribution and investigates the strategic options facing video rental giant Blockbuster Inc. as it tries to respond to the new technological substitutes. Examines... View Details
    Keywords: Organizational Change and Adaptation; Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Motion Pictures and Video Industry; Motion Pictures and Video Industry
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    Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (D): The Threat of Direct Digital Distribution." Harvard Business School Case 704-463, December 2003. (Revised April 2004.)
    • 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.)
    • 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.)
    • 16 Sep 2024
    • Video

    Why Pursue a PHD at Harvard Business School?

    • 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.)
    • 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.)
    • 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.
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