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  • All HBS Web  (779)
    • People  (2)
    • News  (185)
    • Research  (505)
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← Page 8 of 779 Results →
  • August 2002 (Revised August 2003)
  • Case

Electronic Arts Introduces The Sims Online

By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
  • February 2010 (Revised March 2013)
  • Case

Zynga (A)

By: Mikolaj Jan Piskorski and David Chen
In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard... View Details
Keywords: Customer Focus and Relationships; Decision Choices and Conditions; Growth and Development Strategy; Distribution Channels; Product Development; Organizational Change and Adaptation; Corporate Strategy; Video Game Industry
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Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
  • 12 Mar 2006
  • Research & Ideas

New Research Explores Multi-Sided Markets

Xbox, make their profits from game developers through royalties and incur losses on the sale of consoles to users by pricing them below cost. The key reason is that two-sided platforms must solve a chicken-and-egg problem. For example,... View Details
Keywords: by Sean Silverthorne; Technology
  • 2010
  • Article

Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics

By: Feng Zhu and Michael Zhang
This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and games... View Details
Keywords: Internet Marketing; Online Consumer Reviews; Word Of Mouth; Long Tail; Internet and the Web; Marketing Reference Programs; Digital Marketing; Video Game Industry
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Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
  • April 2008
  • Background Note

Broadband and Video Games: Playing and Winning Together

By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
  • March 2024 (Revised September 2024)
  • Case

Supercell 2.0: Clash of Plans

By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
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Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
  • Profile

Luc Sirois

vision is Hacking Heath, a Montreal-based social collaborative that hosts weekend brainstorming sessions, or “hackathons,” to spur innovation in the industry and, ultimately, save lives. “The end game is to... View Details
Keywords: Health Care; Technology; Nonprofit / Government

    Ramon Casadesus-Masanell

    Ramon Casadesus-Masanell is the Herman C. Krannert Professor of Business Administration at the Harvard Business School. He joined HBS in 2000 where he has taught the required MBA Strategy course, an elective course on Competing Business Models, and Ph.D. courses on... View Details

    Keywords: apparel; energy; paper; semiconductor; software
    • September 1999
    • Case

    Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)

    By: Stefan H. Thomke and Andrew Robertson
    Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
    Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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    Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
    • Research Summary

    Information, Coordination and the Industrialisation of Countries (with Markus Reisinger)

    The industrialization process of a country is often plagued by a failure to coordinate firms' investment decisions. Using the Global Games approach we can solve this coordination problem and eliminate the problem of multiple equilibria. We show how appropriate... View Details
    • November 2018
    • Case

    Sportradar (A): From Data to Storytelling

    By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
    In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on... View Details
    Keywords: Sports Data; Data; Sport; Sportradar; Football; Soccer; Gambling; Betting; Betting Markets; Statistics; Odds; Live Data; Bookmakers; Betradar; Visualization; Integrity; Monitoring; Gaming; Streaming; 2013; St.Gallen; Algorithm; Mathematical Modeling; Carsten Koerl; Betandwin; Bwin; Wagering; Probability; Sports; Analytics and Data Science; Mathematical Methods; Games, Gaming, and Gambling; Transition; Strategy; Media; Sports Industry; Sports Industry; Sports Industry; Sports Industry; Europe; Switzerland; Asia; Austria; Germany; England
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    Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
    • 26 Jul 2016
    • Research & Ideas

    Where will Pokémon Go with Your Personal Information?

    all time. Data analytics firm Similar Web reported that in its first week alone, the app had been installed on nearly 11 percent of all Android phones in the United States, and surpassed Twitter’s daily usage shortly thereafter. Pokémon Go is a View Details
    Keywords: Re: Willy C. Shih; Video Game; Video Game
    • January 2018
    • Case

    Peak Games: Hiring Priorities in Times of Rapid Growth (A)

    By: William R. Kerr and Gamze Yucaoglu
    Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,... View Details
    Keywords: Recruiting; Staffing; Emergent Countries; Entrepreneurial Management; Private Sector; Business Strategy; Decision; Growth Management; Games, Gaming, and Gambling; Selection and Staffing; Talent and Talent Management; Business Model; Growth and Development Strategy; Competitive Advantage; Value Creation; Organizational Culture; Decision Choices and Conditions; Technology Industry; Turkey
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    Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
    • Career Coach

    Laetitia Tiani Vessah

    earnings. Her secret power is finding cool job opportunities across a range of industries & company stages. Her mission is to help you secure your bag! Work Experience: Procter & Gamble. Kapor Startup Fellow (pre-MBA internship), WSC &... View Details
    • September 2003 (Revised February 2004)
    • Case

    Electronic Arts: The Blockbuster Strategy

    Describes the process that the firm employs to allocate resources to new product development projects. Examines whether the firm can sustain its competitive advantage given its existing game design process. View Details
    Keywords: Resource Allocation; Competitive Advantage; Decision Making; Product Development; Video Game Industry
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    Roberto, Michael, and Gina Carioggia. "Electronic Arts: The Blockbuster Strategy." Harvard Business School Case 304-013, September 2003. (Revised February 2004.)
    • March 2005
    • Background Note

    Home Video Games: Generation Seven

    By: Elie Ofek
    Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch... View Details
    Keywords: Marketing Strategy; Competitive Strategy; Technological Innovation; Information Infrastructure; Applications and Software; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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    Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
    • October 2018 (Revised August 2019)
    • Case

    Everybody Knows: Russia and the Election

    By: Rawi Abdelal, Rafael Di Tella and Galit Goldstein
    Following a contentious presidential race, Donald Trump’s 2016 election destabilized America’s status quo. Academics, journalists, politicians and the public at large examined why Trump had won. Many Americans, inside and outside the government, asserted that a... View Details
    Keywords: Strategic Industry; Strategic Alliances (Business); Business And Government; Business And Public Policy; Business And Society; Media Businesses; Media Content; Media Slant; Media Regulation; Internet Of Everything; Government Policy; Politics; Political Campaigns; Political Strategy; Political Turmoil; Government; Government Regulation; Security; International Business; International Relations; National Security; Political Elections; News; Media; Internet and the Web; Rights; Problems and Challenges; Globalization; Business and Community Relations; Business and Government Relations; Government Legislation; Risk and Uncertainty; Cognition and Thinking; Conflict and Resolution; Identity; Civil Society or Community; Culture; Public Opinion; Social Issues; War; Social Media; Public Administration Industry; United States; Russia
    Citation
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    Abdelal, Rawi, Rafael Di Tella, and Galit Goldstein. "Everybody Knows: Russia and the Election." Harvard Business School Case 719-012, October 2018. (Revised August 2019.)
    • 09 Mar 2016
    • Lessons from the Classroom

    In This Classroom, Beer Can Improve Your Grade

    combined into one “industry” in which those teams compete, independent from the other industry groupings. With each round, teams can see how they’re faring and how their rivals are performing, altering their path as needed. The View Details
    Keywords: by Roberta Holland; Education; Food & Beverage
    • March 2012
    • Case

    Angry Birds

    By: Sunil Gupta and Dharmishta Rood
    Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile... View Details
    Keywords: Brands and Branding; Marketing Strategy; Diversification; Expansion; Video Game Industry; Finland
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    Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
    • January 2008 (Revised December 2011)
    • Case

    Inner Mongolia Yili Group: China's Pioneering Dairy Brand

    By: Regina M. Abrami, William C. Kirby, F. Warren McFarlan and Tracy Yuen Manty
    Setting up the goal to become one of the top 20 enterprises in the world dairy industry by 2010, the Inner Mongolia Yili Group had ambitious plans. As one of China's biggest national dairy companies, its main challenge was competing as a local company against... View Details
    Keywords: Global Strategy; Globalized Markets and Industries; Growth and Development Strategy; Brands and Branding; Competition; Agriculture and Agribusiness Industry; China
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    Abrami, Regina M., William C. Kirby, F. Warren McFarlan, and Tracy Yuen Manty. "Inner Mongolia Yili Group: China's Pioneering Dairy Brand." Harvard Business School Case 308-052, January 2008. (Revised December 2011.)
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