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  • All HBS Web  (379)
    • News  (97)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (140)

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  • All HBS Web  (379)
    • News  (97)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (140)
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  • 05 Aug 2008
  • First Look

First Look: August 5, 2008

case: http://harvardbusinessonline.hbsp.harvard.edu /b01/en/common/item_detail.jhtml?id=606004 Glass Egg Digital Media Harvard Business School Case 508-066 Glass Egg is an outsource games development firm in Vietnam. They are able to... View Details
Keywords: Martha Lagace
  • 30 Jun 2022
  • HBS Case

Peloton Changed the Exercise Game. Can the Company Push Through the Pain?

treadmills, both of which had touchscreens for Peloton-produced digital workout videos featuring glamorous trainers with loyal followings. Growth was brisk: Revenue in 2019 was some $915 million, doubling that of 2018. The pandemic... View Details
Keywords: by Lane Lambert; Media & Broadcasting; Health; Bicycle
  • November 2023
  • Case

Team Liquid: Fueling the Business of Fandom

By: Youngme Moon and Kerry Herman
In 2023, the co-CEOs of Team Liquid, one of the world's most prominent Esports organizations, are deciding whether and how to evolve their business model to include (1) a greater focus on enterprise revenue; and (2) more direct-to-consumer activity. Team Liquid has one... View Details
Keywords: Business Model; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Organizational Culture; Business and Community Relations; Video Game Industry
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Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
  • 06 Nov 2023
  • Research & Ideas

Did You Hear What I Said? How to Listen Better

flourish and thrive.” After all, people are good at faking when they are paying attention to others, consciously or not, smiling and nodding when they are really thinking about their favorite streaming show or the football game they... View Details
Keywords: by Michael Blanding
  • November 2006 (Revised February 2007)
  • Case

Microsoft Xbox: Changing the Game?

By: Andrei Hagiu
In September 1999, the Microsoft Xbox team was wondering which strategic choices would give it the best chance against the upcoming Sony PlayStation 2. Initially called "Project Midway" within Microsoft, the console project was intended to counter the perceived threat... View Details
Keywords: Customers; Recruitment; Leadership; Management Teams; Multi-Sided Platforms; Two-Sided Platforms; Production; Strategy; Competition; Expansion; Video Game Industry; Texas
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Hagiu, Andrei. "Microsoft Xbox: Changing the Game?" Harvard Business School Case 707-501, November 2006. (Revised February 2007.)
  • August 2015 (Revised June 2021)
  • Case

Amazon.com, 2021

By: John R. Wells, Benjamin Weinstock, Gabriel Ellsworth and Galen Danskin
In February 2021, Amazon announced 2020 operating profits of $22,899 million, up from $2,233 million in 2015, on sales of $386 billion, up from $107 billion five years earlier (see Exhibit 1). The shareholders expressed their satisfaction (see Exhibit 2), but not all... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Internet; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Digital Platforms; Competition; Internet and the Web; Corporate Strategy; Digital Marketing; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Information Infrastructure; Information Technology; Mobile and Wireless Technology; Price; Applications and Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States; Washington (state, US); Seattle
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Wells, John R., Benjamin Weinstock, Gabriel Ellsworth, and Galen Danskin. "Amazon.com, 2021." Harvard Business School Case 716-402, August 2015. (Revised June 2021.)
  • 09 May 2012
  • Research & Ideas

Clayton Christensen’s “How Will You Measure Your Life?”

called Netflix emerged in the 1990s with a novel idea: rather than make people go to the video store, why don't we mail DVDs to them? Netflix's business model made profit in just the opposite way to Blockbuster's. Netflix customers paid a... View Details
  • February 2023
  • Case

Roblox: Virtual Commerce in the Metaverse

By: Ayelet Israeli and Nicole Tempest Keller
In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use “co-experience platform”, allowed users to come together in immersive 3D experiences to socialize, work,... View Details
Keywords: Entertainment; Games, Gaming, and Gambling; Market Design; Marketing; Brands and Branding; Marketing Channels; Marketing Strategy; Business Strategy; Economics; Economy; Economic Systems; Advertising; Advertising Campaigns; Digital Platforms; Markets; Price; Innovation and Management; Video Game Industry; Video Game Industry; Video Game Industry; United States; California; North America; South America; Asia; Europe
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Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
  • 04 May 2015
  • Research & Ideas

Need to Solve a Problem? Take a Break From Collaborating

Game Previous academic research generally has focused separately on two aspects of problem-solving—either gathering facts or figuring out solutions. And the findings often have contradicted each other. Collaboration may hinder... View Details
Keywords: by Carmen Nobel; Video Game; Video Game
  • 23 Sep 2014
  • First Look

First Look: September 23

governance regimes to meaningful transnational regulation. Download working paper: http://ssrn.com/abstract=2178540   Cases & Course Materials Harvard Business School Case 415-015 Opening the Valve: From Software to Hardware (A) Valve, one of the world's top View Details
Keywords: Sean Silverthorne
  • Teaching Interest

Strategy and Technology

By: Andy Wu

The Strategy and Technology elective course explores the unique aspects of creating effective strategies for technology-intensive businesses.

  • What strategies win in markets with network effects?
  • How can technology be... View Details
Keywords: Innovation and Management; Innovation Leadership; Innovation Strategy; Technological Innovation; Patents; Business Strategy; Competitive Advantage; Competitive Strategy; Hardware; Information Technology; Internet; Mobile Technology; Online Technology; Search Technology; Software; Technology Adoption; Technology Networks; Technology Platform; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry
  • 05 Dec 2022
  • Research & Ideas

5 Companies Where Employees Move Up the Ladder Fast

wider pool of talent. Workers and potential employees can take control, too, by: Being realistic about which jobs are available where they live. Too often, says Fuller, young workers will study in fields like video View Details
Keywords: by Pamela Reynolds
  • 31 Jan 2018
  • Research & Ideas

American Idle: Workers Spend Too Much Time Waiting for Something to Do

evaluate employees based on outcomes rather than hours spent working or seeming to work,” Brodsky says. When employees don’t have work to do, managers can reward them by allowing them to surf the internet, read, or play video View Details
Keywords: by Michael Blanding
  • 07 Nov 2012
  • HBS Case

HBS Cases: Sir Alex Ferguson--Managing Manchester United

film, music, television, video games, the performing arts, sports, and advertising. She has written dozens of cases on firms and businesses as varied as Hulu, Marvel Enterprises, New York's Marquee nightclub, The Metropolitan Opera, and... View Details
Keywords: by Sean Silverthorne; Sports; Entertainment & Recreation
  • 13 Feb 2012
  • Research & Ideas

The Case Against Racial Colorblindness

researchers conducted an experiment in which white participants engaged in a two-person guessing game designed—unbeknownst to them—to measure their tendencies toward attempted racial colorblindness. Each participant was given a stack of... View Details
Keywords: by Carmen Nobel
  • 06 Dec 2022
  • Research & Ideas

Latest Isn’t Always Greatest: Why Product Updates Capture Consumers

eating gummies, and they’re like, ‘Oh, it’s the revised gummy, yum yum, it tastes better,’” says John. In another study in which participants played a video game labeled as “version 5,” they even reported... View Details
Keywords: by Michael Blanding; Consumer Products; Retail
  • March 2016 (Revised May 2018)
  • Case

Reinventing Best Buy

By: John R. Wells and Gabriel Ellsworth
On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales. These results were in marked contrast... View Details
Keywords: Best Buy; Hubert Joly; Renew Blue; Showrooming; Webrooming; E-commerce; E-Commerce Strategy; Online Retail; Multichannel Retailing; Omnichannel; Marketplaces; Turnaround; Consumer Electronics; Consumer Electronics Accessories; Appliances; Stores-within-stores; Store Experience; Store Size; Store Pickup; Store Management; Delivery; Delivery Models; Amazon; Amazon.com; Pricing Strategy; Business Subsidiaries; Business Units; Business Growth and Maturation; Business Model; For-Profit Firms; Customer Focus and Relationships; Customer Satisfaction; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Theater Entertainment; Price; Profit; Revenue; Geographic Scope; Multinational Firms and Management; Business History; Cost; Selection and Staffing; Reports; Technological Innovation; Job Cuts and Outsourcing; Human Capital; Leading Change; Business or Company Management; Goals and Objectives; Growth and Development; Growth and Development Strategy; Management Teams; Brands and Branding; Product Marketing; Consumer Behavior; Demand and Consumers; Media; Distribution; Order Taking and Fulfillment; Distribution Channels; Infrastructure; Product; Service Delivery; Service Operations; Organizational Change and Adaptation; Public Ownership; Problems and Challenges; Programs; Groups and Teams; Sales; Salesforce Management; Strategy; Adaptation; Business Strategy; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Expansion; Information Technology; Information Infrastructure; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Internet and the Web; Mobile and Wireless Technology; Resource Allocation; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; Minnesota; Minneapolis; Saint Paul; St. Paul
Citation
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Wells, John R., and Gabriel Ellsworth. "Reinventing Best Buy." Harvard Business School Case 716-455, March 2016. (Revised May 2018.)
  • 09 Jun 2008
  • Lessons from the Classroom

Monetizing IP: The Executive’s Challenge

terms. One example is MPEG-2, a digital video compression standard used in products including DVD and high-definition television. The standard was developed by the International Organization for Standardization, but during the completion... View Details
Keywords: by Sean Silverthorne; Video Game; Video Game
  • 04 May 2021
  • Book

Best Buy: How Human Connection Saved a Failing Retailer

Fewer slides, more soul-searching Perhaps what’s most important, he instituted a training program that cast aside PowerPoint presentations and videos and replaced them with soul-searching conversations between both executives and... View Details
Keywords: by Michael Blanding; Retail
  • 14 Jul 2014
  • Research & Ideas

Pay Attention To Your ‘Extreme Consumers’

What do Porsche fanatics, a video game hater, and a person who cooked two weeks' worth of meals in a rice cooker have in common? They are all "extreme consumers"—those whose tastes are so out there that... View Details
Keywords: by Michael Blanding
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