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  • All HBS Web  (1,854)
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  • February 1995 (Revised July 1995)
  • Case

Power Play (A): Nintendo in 8-bit Video Games

The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Keywords: Value Creation; Lawfulness; Competitive Advantage; Monopoly; Video Game Industry; Japan
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Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
  • February 2004 (Revised November 2004)
  • Case

Note on Home Video Game Technology and Industry Structure (Abridged)

Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry. View Details
Keywords: Technology; Competitive Advantage; Competitive Strategy; Supply and Industry; Video Game Industry
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Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
  • Research Summary

An Impossibility Theorem on Beliefs in Games (with H. Jerome Keisler)

A 'paradox' of self-reference in beliefs in games is identified, which yields a game-theoretic impossibility theorem akin to (a weak form of) Tarski's Theorem of mathematical logic. A rough interpretation of the theorem is that if a model of a game is available to the... View Details
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (A): The Age of Atari

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 grew from a $500 initial investment into a $2 billion in revenues per year enterprise, becoming the fastest... View Details
Keywords: Competitive Strategy; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (A): The Age of Atari." Harvard Business School Case 701-091, February 2001. (Revised June 2001.)
  • December 2016
  • Simulation

Venture Capital and Private Equity Game

By: Matthew Rhodes-Kropf, Josh Lerner, G. Felda Hardymon and Nathaniel Burbank
The Venture Capital and Private Equity Simulation enables groups of students to play the role of either an early or later stage private equity firm. Within the simulation, students raise funds, search for companies to invest in, complete deals, and manage a portfolio... View Details
Keywords: Venture Capital; Private Equity
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Rhodes-Kropf, Matthew, Josh Lerner, G. Felda Hardymon, and Nathaniel Burbank. "Venture Capital and Private Equity Game." Harvard Business School Simulation 815-709, December 2016.
  • 01 Jun 2024
  • News

Research Brief: Ahead of the Game

As a lifelong runner who spent countless hours training and competing his way up to the national level, Professor Paul Gompers has always believed that his athletic experiences were critical to shaping who he is, both as a competitor and in the professional sphere. Now... View Details
Keywords: Jen McFarland Flint; illustration by Antonio Pinna
  • 12 May 2014
  • News

How Activist Investors Change the Game

    Game Changers: Amy Cuddy, Power Poser

    Using a few simple tweaks to body language, Harvard researcher Amy Cuddy discovers ways to help people become more... View Details

    • 18 Jun 2014
    • News

    Winning An Insiders' Game In Stocks

    Keywords: Securities, Commodities, and Other Financial Investments; Finance
    • June 2001
    • Case

    Competitive Dynamics in Home Video Games (F): The Fall of 3DO

    Outlines the events leading up to 3DO's exit from the home video game licensing business. 3DO's business model is considered flawed because of its incompatibility with industry structure and economics. View Details
    Keywords: Competition; Market Entry and Exit; Video Game Industry
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    Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (F): The Fall of 3DO." Harvard Business School Case 701-096, June 2001.
    • February 2024
    • Teaching Note

    Axie Infinity: Video Game Meets Blockchain

    By: Marco Di Maggio
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    Di Maggio, Marco. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Teaching Note 224-060, February 2024.
    • Article

    When the Name Is the Game

    By: Marco Bertini, John Gourville and Elie Ofek
    In Romeo and Juliet, the fair maiden asks, "What's in a name?" When it comes to marketing next-generation products for the global marketplace, we have done extensive research and found that names can play an enormous role in a product's success. View Details
    Keywords: Next-generation Products; Product Development; Brands and Branding; Marketing; Global Range
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    Bertini, Marco, John Gourville, and Elie Ofek. "When the Name Is the Game." Business Strategy Review 22, no. 3 (Fall 2011): 50–55.
    • 28 Jul 2010
    • News

    Sleazy Marketers Game Google's Sponsored Ads

    • 31 Aug 2010
    • News

    At NESN, a new game plan

    • 02 Nov 2018
    • News

    Hunting Big Game in Commercial Space

    • 17 Apr 2012
    • News

    The CFO as a Game Player

    • 2003
    • Case

    Competitive Dynamics in Home Video Games

    By: Hirotaka Takeuchi
    Keywords: Competition; Technology; Video Game Industry
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    Takeuchi, Hirotaka. "Competitive Dynamics in Home Video Games." 2003.
    • April 1995 (Revised July 1995)
    • Case

    Power Play (C): 3DO in 32-bit Video Games

    The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about... View Details
    Keywords: Information Technology; Competition; Product Marketing; Video Game Industry
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    Brandenburger, Adam M. "Power Play (C): 3DO in 32-bit Video Games." Harvard Business School Case 795-104, April 1995. (Revised July 1995.)
    • August 2008 (Revised April 2012)
    • Supplement

    Real Property Negotiation Game (B): Seller, Las Vegas Pines

    By: Arthur I Segel and John H. Vogel, Jr.
    The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. The seller case, Las... View Details
    Keywords: Negotiation; Property; Price; Sales; Financing and Loans; Real Estate Industry; Las Vegas
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    Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (B): Seller, Las Vegas Pines." Harvard Business School Supplement 209-037, August 2008. (Revised April 2012.)
    • August 2008 (Revised April 2012)
    • Case

    Real Property Negotiation Game (A): Buyer Case, Celia Hernandez

    By: Arthur I Segel and John H. Vogel, Jr.
    The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the buyer case... View Details
    Keywords: Acquisition; Negotiation; Property; Real Estate Industry
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    Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Buyer Case, Celia Hernandez." Harvard Business School Case 209-034, August 2008. (Revised April 2012.)
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