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  • All HBS Web  (377)
    • News  (99)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (139)

Show Results For

  • All HBS Web  (377)
    • News  (99)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (139)
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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
  • 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.)
  • 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.
  • 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
  • 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.)
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 21 Sep 2020
  • Research & Ideas

Are You Sabotaging Your Own Company?

at first company officials cited all kinds of outside influences that were doing damage, including the video game fad, increased global competition, and even dropping birth rates. But newly appointed... View Details
Keywords: by Dina Gerdeman
  • 27 May 2014
  • First Look

First Look: May 27

consumers make complementary choices in purchase decisions (e.g., chips and salsa), product inter-operabilities (smartphones and networks), and dynamic decisions (current exercise and future healthcare consumption). Multiple consumers make complementary choices when... View Details
Keywords: Sean Silverthorne
  • June 2018 (Revised January 2020)
  • Case

Sony

By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a... View Details
Keywords: Customer Experience; Product Differentiation; Transformation; Leadership Style; Technology Adoption; Leading Change; Video Game Industry; Video Game Industry; Video Game Industry; Japan
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Thomke, Stefan, Atsushi Osanai, and Akiko Kanno. "Sony." Harvard Business School Case 618-045, June 2018. (Revised January 2020.)
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