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Publications

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  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)

Show Results For

  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)
← Page 8 of 182 Results →
  • August 2014 (Revised August 2015)
  • Supplement

Opening the Valve: From Software to Hardware (B)

By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
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Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
  • January 2005 (Revised August 2006)
  • Case

Lean Forward Media

By: Teresa M. Amabile and Victoria Winston
Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in... View Details
Keywords: Decision Choices and Conditions; Early Childhood Education; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Management Practices and Processes; Risk Management; Partners and Partnerships; Opportunities; Creativity
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Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
  • 01 Mar 2004
  • News

Toy Story

educational, but it is one that caters to the different strengths of its players and encourages creative development. “For each of our games, we focus on three crucial ‘moments,’” explains Furlong. The... View Details
Keywords: Susan Young; toys; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 04 Sep 2019
  • News

Putting the Game Within Reach

Fan Experience “New mixed reality integrations, sports betting, and gamified experiences are changing the way that fans are consuming sports. We are already seeing this with immersive media, particularly in the interactivity that is... View Details
  • 01 Jun 2006
  • News

MBA Poker World Series

taking home $24,822 and a $15,000 watch, and automatically earning a $10,000 seat at this summer’s World Series of Poker. Some sixty HBS students took part in the weekend competition. The event also had a... View Details
Keywords: Business Schools & Computer & Management Training; Educational Services
  • 14 Nov 2012
  • News

Aussie start-up Tiggly guns for $200,000 US fundraise

Keywords: software; ipad; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 17 Apr 2012
  • News

The CFO as a Game Player

  • 04 Sep 2019
  • News

Advanced Statistics Are the New Foam Fingers

The Quantified Athlete “Athletes will always look to improve their performance and stay injury-free with technology. But the sports media industry is also starting to explore how to incorporate athlete data into their broadcasts. View Details
  • 04 Sep 2019
  • News

Giving Live Sports Another Dimension

Smart Venues “There’s long been this tension between the experience of live sports in a venue versus the comfort of watching on TV at home. And broadcasts have improved dramatically. So now stadium-goers are increasingly expecting their... View Details
  • 04 Sep 2019
  • News

A Wide Screen Approach

Immersive Media “The single largest revenue stream for sports in North America is media rights. The sports industry is slowly adapting to new formats and platforms, which is having an immediate impact on the acquisition View Details
  • 10 Mar 2021
  • News

Elevator Pitch: Game Time

Video Embed Animation by Drue Wagner and Troubadour Image + Sound Concept: Tilt Five is an entertainment system that uses augmented reality (AR) glasses, a game board, and a wand controller to engage players... View Details
Keywords: AI; virtual reality; gaming; technology; entrepreneurship; startups; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 27 Apr 2012
  • News

Fantasy Football for Politics Junkies

Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 01 Mar 2006
  • News

Karaoke Anyone?

karaoke by launching Limelight Stage + Studios (www.limelightboston.com). Limelight’s proprietary software allows for easy browsing of a digital song library, real-time vocal processing, LED lighting control, video channels using a live video feed, View Details
Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 01 Dec 2006
  • News

Adventure in Reading

Jeff Norton (MBA ’03) credits the old Choose Your Own Adventure book series, where young readers could pick different plot directions, with making a difference in his life. “I was a reluctant reader as a boy,” Norton told Toronto’s Globe View Details
Keywords: Children; Motion Picture and Sound Recording Industries; Motion Picture and Sound Recording Industries
  • 04 May 2010
  • News

Is B Better?

Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 01 Dec 2004
  • News

A Life by Design

As a girl growing up in Riverdale, New York, Ivy Ross (PMD 68, 1994) was surrounded by modern design — and disliked it. The home she lived in and the furniture she sat on reflected the avant-garde... View Details
Keywords: Roger Thompson; toys; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 01 Sep 2014
  • News

3-Minute Briefing: Mark Pincus (MBA 1993)

eBay, Skype, and more recently, Uber. I saw the opportunity to do that with play—to make it a social, bite-sized experience that would give adults permission to put play back in their lives. I don’t think Zynga has achieved that status... View Details
Keywords: Julia Hanna; alumni
  • February 2011 (Revised August 2012)
  • Teaching Note

Emotiv Systems Inc.: It's the Thoughts that Count (TN)

By: Elie Ofek and Natalie Kindred
Teaching Note for 510050. View Details
Keywords: Product Launch; Technological Innovation; Applications and Software; Decision Choices and Conditions; Games, Gaming, and Gambling; Marketing Channels; Price
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Ofek, Elie, and Natalie Kindred. "Emotiv Systems Inc.: It's the Thoughts that Count (TN)." Harvard Business School Teaching Note 511-072, February 2011. (Revised August 2012.)
  • 25 Oct 2013
  • News

Cardinals' DeWitt Family Has Decades-Old Roots in Baseball

  • 01 Dec 2005
  • News

Last Look

Who, what, where, when, and why .we’d appreciate any information that will help us identify what’s going on in this photograph plucked from the archives of Baker Library. Please contact us at bulletin@hbs.edu, or HBS Alumni Bulletin,... View Details
Keywords: Colleges, Universities, and Professional Schools; Colleges, Universities, and Professional Schools
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