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

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  • All HBS Web  (377)
    • News  (99)
    • Research  (222)
    • Multimedia  (2)
  • Faculty Publications  (139)
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  • 01 Oct 2007
  • Working Paper Summaries

Team Familiarity, Role Experience, and Performance:Evidence from Indian Software Services

Keywords: by Robert S. Huckman, Bradley R. Staats & David M. Upton; Video Game; Video Game
  • 13 Aug 2007
  • Working Paper Summaries

Diasporas and Domestic Entrepreneurs: Evidence from the Indian Software Industry

Keywords: by Ramana Nanda & Tarun Khanna; Video Game; Video Game
  • 05 Jul 2006
  • Working Paper Summaries

Exploring the Structure of Complex Software Designs: An Empirical Study of Open Source and Proprietary Code

Keywords: by Alan D. MacCormack, John Rusnak & Carliss Y. Baldwin; Video Game; Video Game
  • 10 Sep 2020
  • Research & Ideas

The COVID Two-Step for Leaders: Protect and Pivot

21 years. Nowitzki refined his skills by breaking them down into their component parts and focusing intently on the elements that needed improvement—not just practicing jump shots, but watching videos and breaking down the movements and... View Details
Keywords: by Boris Groysberg and Katherine Connolly Baden
  • August 2004 (Revised March 2005)
  • Teaching Note

Flextronics: Deciding on a Shop-Floor System for Producing the Microsoft Xbox (TN)

By: Jeffrey T. Polzer, Hillary Anger Elfenbein and Jenny Illes
Teaching Note to (9-403-090). View Details
Keywords: Factories, Labs, and Plants; Video Game Industry; Video Game Industry; Spain
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Polzer, Jeffrey T., Hillary Anger Elfenbein, and Jenny Illes. "Flextronics: Deciding on a Shop-Floor System for Producing the Microsoft Xbox (TN)." Harvard Business School Teaching Note 405-007, August 2004. (Revised March 2005.)
  • 13 Jun 2005
  • Research & Ideas

Rescuing Products with Stealth Positioning

first, it has to undo the common perception that the product is an intimidating machine for guys. As part of its strategy, in July 2003, Sony introduced a PlayStation product in Europe called EyeToy: Play—a video camera (the EyeToy) and... View Details
Keywords: by Youngme Moon
  • September 2013 (Revised August 2015)
  • Background Note

Leadership and Teaming

By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; 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; 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; 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; 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; 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; Asia; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
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Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
  • September 2010
  • Teaching Note

A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)

By: F. Warren McFarlan
Teaching Note for 309060. View Details
Keywords: Business Startups; Business or Company Management; Business Model; Internet and the Web; Games, Gaming, and Gambling; Partners and Partnerships; Competition; Social and Collaborative Networks; Video Game Industry; China
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McFarlan, F. Warren. "A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)." Harvard Business School Teaching Note 311-058, September 2010.
  • March 2009
  • Teaching Note

Responding to the Wii? (TN)

By: Andrei Hagiu and Hanna Halaburda
Teaching Note for [709448]. View Details
Keywords: History; Technological Innovation; Leadership; Competition; Industry Structures; Age; Video Game Industry
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Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii? (TN)." Harvard Business School Teaching Note 709-481, March 2009.
  • 15 Sep 2003
  • Research & Ideas

The Lessons of New-Market Disruption

Kittyhawk team had to weigh its market options: Sell the disk drive to DMD's existing customers, who were manufacturing increasingly portable computing devices, or explore emerging opportunities elsewhere. A leading video View Details
Keywords: by Clark Gilbert; Technology
  • 24 Mar 2008
  • Research & Ideas

Reducing Risk with Online Advertising

readily gameable. If you need to sell one more unit and you can't find anyone to buy it, buy it for yourself or for your buddy. Because these systems can be gamed, firms spend extra money on online advertising. That money might be better spent in increasing... View Details
Keywords: by Martha Lagace; Video Game; Video Game
  • 14 Jun 2007
  • Working Paper Summaries

Evolution Analysis of Large-Scale Software Systems Using Design Structure Matrices and Design Rule Theory

Keywords: by Matthew J. LaMantia, Yuanfang Cai, Alan D. MacCormack & John Rusnak; Video Game; Video Game
  • February 2009
  • Teaching Note

Microsoft Xbox: Changing the Game? (TN)

By: Andrei Hagiu
Teaching Note for [707501]. View Details
Keywords: Video Game Industry; Texas
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Hagiu, Andrei. "Microsoft Xbox: Changing the Game? (TN)." Harvard Business School Teaching Note 709-480, February 2009.
  • August 1985 (Revised November 1987)
  • Background Note

Videogame Design Process

The videogame industry grew explosively in the early 1980s. It is an example of a business which is highly dependent on the efforts of creative people. Videogame companies have shown a wide variation in their approach to managing creative resources, seen in such terms... View Details
Keywords: Management; Creativity; Video Game Industry
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Kao, John J. "Videogame Design Process." Harvard Business School Background Note 486-012, August 1985. (Revised November 1987.)
  • 21 Oct 2024
  • Research & Ideas

What Happens in Vegas Could Shape the Metaverse

focusing on the desert oasis of Las Vegas. Two researchers turn to Fortnite to quell pandemic boredom Wu and Clough share a few passions outside of scholarship, including the mass-multiplayer game Fortnite, which they began playing... View Details
Keywords: by Scott Nover; Computer; Information Technology
  • 09 Apr 2014
  • Working Paper Summaries

Visualizing and Measuring Software Portfolio Architectures: A Flexibility Analysis

Keywords: by Robert Lagerstrom, Carliss Y. Baldwin, Alan MacCormack & David Dreyfus; Video Game; Video Game
  • 26 Sep 2006
  • First Look

First Look: September 26, 2006

factors that might affect the future course of this battle, such as the role of copy protection features in HD devices, the bundling of each format with video game consoles, and competing modes of delivering... View Details
Keywords: Sean Silverthorne
  • 04 Mar 2010
  • Working Paper Summaries

The Determinants of Individual Performance and Collective Value in Private-Collective Software Innovation

Keywords: by Ned Gulley & Karim R. Lakhani; Video Game; Video Game
  • May 2024
  • Supplement

GameStop: Social Media Finds a Cheat Code (B)

By: Joseph Pacelli and Sarah Mehta
This case accompanies “GameStop: Social Media Finds a Cheat Code (A),” no. 124-005. It provides an update on pertinent events from 2021 to 2023. View Details
Keywords: Finance; Markets; Value; Video Game Industry; Video Game Industry; United States
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Pacelli, Joseph, and Sarah Mehta. "GameStop: Social Media Finds a Cheat Code (B)." Harvard Business School Supplement 124-042, May 2024.
  • 03 Mar 2015
  • First Look

First Look: March 3

other forms of competition in strategy and organizations. Next, we organize and review the findings of three ostensibly separate theoretical perspectives that have arisen from game theory, competitive dynamics, and institutional... View Details
Keywords: Sean Silverthorne
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