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- All HBS Web
(1,856)
- People (4)
- News (562)
- Research (1,090)
- Events (10)
- Multimedia (22)
- Faculty Publications (635)
- November 2023
- Case
Big Media's Game of Thrones
By: Emily McComb and Marco Sammon
McComb, Emily, and Marco Sammon. "Big Media's Game of Thrones." Harvard Business School Case 224-045, November 2023.
- 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
- 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
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
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
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.)
- 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
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
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game (A): Seller Case, Raleigh Commons
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 seller... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Seller Case, Raleigh Commons." Harvard Business School Case 209-039, August 2008. (Revised April 2012.)
- 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
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
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.)
- 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
- 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