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    • 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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  • 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.)
  • April 2016 (Revised February 2018)
  • Teaching Note

Riot Games: Can Culture Survive Growth?

By: Boris Groysberg and Michael Norris
This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
Keywords: Organizational Culture; Growth and Development Strategy; Games, Gaming, and Gambling; Video Game Industry
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Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Teaching Note 416-049, April 2016. (Revised February 2018.)
  • June 1989 (Revised July 1994)
  • Case

Babbage's: America's Software Headquarters

By: Walter J. Salmon
Keywords: Games, Gaming, and Gambling; Video Game Industry; United States
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Salmon, Walter J. "Babbage's: America's Software Headquarters." Harvard Business School Case 589-100, June 1989. (Revised July 1994.)
  • 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.
  • 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
  • 22 Mar 2010
  • Research & Ideas

One Strategy: Aligning Planning and Execution

Every firm has two strategies, we learn early on in the pages of One Strategy: Organization, Planning, and Decision Making. "Explicit" strategy is the one you read about in your company's planning memos and PowerPoint slides. The second, "implicit"... View Details
Keywords: by Sean Silverthorne; Video Game; Video Game
  • 22 Oct 2008
  • Working Paper Summaries

Variation in Experience and Team Familiarity: Addressing the Knowledge Acquisition-Application Problem

Keywords: by Robert S. Huckman & Bradley R. Staats; Video Game; Video Game
  • 24 Jan 2008
  • Working Paper Summaries

The Impact of Component Modularity on Design Evolution: Evidence from the Software Industry

Keywords: by Alan MacCormack, John Rusnak & Carliss Y. Baldwin; Video Game; Video Game
  • 22 Jun 2007
  • Working Paper Summaries

Proprietary vs. Open Two-Sided Platforms and Social Efficiency

Keywords: by Andrei Hagiu; Video Game; Video Game
  • 15 Dec 2006
  • Working Paper Summaries

The Business of Free Software: Enterprise Incentives, Investment, and Motivation in the Open Source Community

Keywords: by Marco Iansiti & Gregory L. Richards; Video Game; Video Game
  • 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
  • 06 Oct 2010
  • Working Paper Summaries

Using What We Know: Turning Organizational Knowledge into Team Performance

Keywords: by Bradley R. Staats, Melissa A. Valentine & Amy C. Edmondson; Video Game; Video Game
  • 11 Feb 2010
  • Working Paper Summaries

The Architecture of Complex Systems: Do Core-periphery Structures Dominate?

Keywords: by Alan MacCormack, Carliss Y. Baldwin & John Rusnak; Video Game; Video Game
  • 16 Jul 2009
  • Working Paper Summaries

Principles that Matter: Sustaining Software Innovation from the Client to the Web

Keywords: by Marco Iansiti; Video Game; Video Game
  • 30 Jul 2009
  • Working Paper Summaries

Fluid Teams and Fluid Tasks: The Impact of Team Familiarity and Variation in Experience

Keywords: by Robert S. Huckman & Bradley R. Staats; Video Game; Video Game
  • 24 Mar 2008
  • Working Paper Summaries

Optimal Deterrence when Judgment-Proof Agents Are Paid In Arrears—With an Application to Online Advertising Fraud

Keywords: by Benjamin G. Edelman; Video Game; Video Game
  • 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
  • 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
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