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- October 2024
- Case
Nvidia
By: Andy Wu and Matt Higgins
This case study examines Nvidia's strategic pivot from gaming GPUs to becoming a leader in general-purpose computing and AI. It explores how Nvidia leveraged its GPU architecture to dominate the growing fields of data center acceleration and AI training, outpacing... View Details
- September 2024
- Supplement
Wemade: (Re)Establishing Trust in Blockchain Games (B)
By: Jung Koo Kang, Charles CY Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
- July 2024
- Case
Google Stadia: Game On or Game Over?
By: Derek C. M. van Bever and Akshat Agrawal
This case explores Google leadership's decision to pursue its cloud gaming innovation, Google Stadia, following disappointing early uptake by premium videogamers, the segment of the market that Google had targeted. Google had invested substantial resources and time... View Details
Keywords: Technological Innovation; Product Development; Leadership; Segmentation; Corporate Entrepreneurship; Video Game Industry
van Bever, Derek C. M., and Akshat Agrawal. "Google Stadia: Game On or Game Over?" Harvard Business School Case 325-024, July 2024.
- July 2024
- Case
Wizards of the Coast and Magic: The Rebounding
By: Boris Groysberg and Tom Quinn
This case traces the history and growth of the Magic: The Gathering trading card game. From its development in 1993 by tiny studio Wizards of the Coast, to Wizards’ acquisition by toy giant Hasbro in 1999, to its evolution into a billion-dollar brand in 2023,... View Details
Keywords: Business Growth and Maturation; Change Management; Transformation; Cost vs Benefits; Business Cycles; Games, Gaming, and Gambling; Global Strategy; Growth and Development; Selection and Staffing; Collaborative Innovation and Invention; Innovation Leadership; Intellectual Property; Job Design and Levels; Knowledge Use and Leverage; Leading Change; Growth and Development Strategy; Growth Management; Management Succession; Risk Management; Brands and Branding; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Competitive Advantage; Expansion; Mergers and Acquisitions; Product Development; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle; Japan
- June 2024
- Teaching Note
Dirk Nowitzki: Changing the Game
By: Boris Groysberg, Katherine Connolly Baden and Robin Abrahams
Teaching Note for HBS Case No. 420-031. NBA Superstar Dirk Nowitzki was unsure whether the 2018-19 season would be his last as an NBA player. He had not faced such uncertainty since 1998, when he had navigated a difficult decision regarding the timing of his move to... View Details
- 2024
- Working Paper
What Makes Players Pay? An Empirical Investigation of In-Game Lotteries
By: Tomomichi Amano and Andrey Simonov
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video
games. Paid loot boxes are contentious. Game producers argue that loot boxes complement
the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game.... View Details
Keywords: Product Design; Consumer Behavior; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper, No. 4355019, June 2024.
- June 2024
- Case
Arete Research on Unity Software
By: Joseph Pacelli and Tonia Labruyere
Richard Kramer, CEO of Arete Research, an independent research firm, reflects on his team's coverage of the stock of Unity Software, a U.S.-based mobile games software company. View Details
Keywords: Analysis; Initial Public Offering; Analytics and Data Science; Applications and Software; Mobile and Wireless Technology; Valuation; Value Creation; Financial Services Industry; Financial Services Industry; United Kingdom; United States
Pacelli, Joseph, and Tonia Labruyere. "Arete Research on Unity Software." Harvard Business School Case 124-086, June 2024.
- June 2024
- Case
Caesars Entertainment: Governance on the Road to Bankruptcy
By: Kristin Mugford
Caesars Entertainment was a large casino operator in the United States that had been purchased in a 2008 leveraged buyout by Apollo and TPG. In January 2015, Caesars Entertainment Operating Company (CEOC), its largest subsidiary, filed for Chapter 11. This set up a... View Details
Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Games, Gaming, and Gambling; Entertainment and Recreation Industry; Las Vegas
Mugford, Kristin. "Caesars Entertainment: Governance on the Road to Bankruptcy." Harvard Business School Case 224-108, June 2024.
- June 2024
- Case
SnapTravel: Betting on 'Super.com'
By: Reza Satchu and Tom Quinn
This case explores SnapTravel, a travel startup offering discounted hotel rooms, and its founders’ desire to pivot to a “super app” that saved customers money across many different purchase types. During the COVID-19 pandemic, Hussein Fazal and Henry Shi saw SnapTravel... View Details
Keywords: Business Growth and Maturation; Business Plan; Business Startups; Change Management; Disruption; Transformation; Volatility; Customer Focus and Relationships; Customer Value and Value Chain; Decisions; Income; Entrepreneurship; Geographic Scope; Cross-Cultural and Cross-Border Issues; Health Pandemics; Surveys; Knowledge Acquisition; Knowledge Use and Leverage; Leading Change; Crisis Management; Goals and Objectives; Risk Management; Consumer Behavior; Game Theory; Risk and Uncertainty; Adaptation; Diversification; Expansion; System Shocks; Accommodations Industry; Accommodations Industry; Canada; United States; Las Vegas
- June 2024
- Case
Wemade: (Re)Establishing Trust in Blockchain Games (A)
By: Jung Koo Kang, Charles CY Wang, David Allen and Kwangmoon So
This case explores the fundamental challenges and accounting issues arising from the integration of blockchain technology into traditional business models. It features Wemade, a South Korean online gaming company that has staked its future on blockchain-based games.... View Details
- 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; Financial Services Industry; Financial Services Industry; United States
Pacelli, Joseph, and Sarah Mehta. "GameStop: Social Media Finds a Cheat Code (B)." Harvard Business School Supplement 124-042, May 2024.
- 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
Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
- March 2024
- Case
Expanding the Bicester Collection to New York
By: Boris Vallee, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik and Arthur Segel
Secretariat, if anyone remembers, won the triple crown at the Belmont Race Track on Long Island, located at the nexus of La Guardia, JFK Airports, the Long Island Railroad and multiple major highways. Belmont Race Track is now being rebuilt along with an adjacent UBS... View Details
Keywords: Consumer Behavior; Urban Development; Brands and Branding; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; New York (state, US)
Vallee, Boris, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik, and Arthur Segel. "Expanding the Bicester Collection to New York." Harvard Business School Case 224-068, March 2024.
- March 2024
- Teaching Note
'Storrowed': A Generative AI Exercise
By: Mitchell Weiss
Teaching Note for HBS Exercise No. 824-188. “Storrowed” is an exercise to help participants raise their proficiency with generative AI. It begins by highlighting a problem: trucks getting wedged underneath bridges in Boston, Massachusetts on the city’s Storrow Drive.... View Details
- March 2024
- Case
Ava DuVernay's Array: Disrupting the Hollywood Film Industry
By: Anita Elberse and Morgan Brewton-Johnson
In February 2023 acclaimed filmmaker Ava DuVernay is filming her latest movie, Origin, a daring adaptation of Isabel Wilkerson’s book Caste: The Origins of Our Discontents. With Origin, DuVernay is pioneering a method to finance the endeavor—through a combination of... View Details
Keywords: Financing and Loans; Intellectual Property; Philanthropy and Charitable Giving; Disruption; Motion Pictures and Video Industry
Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 2024.
- January 2024
- Case
National Football League and Private 5G
By: Andy Wu, Grant Son and Shuoyo Chen
On September 9, 2021, the National Football League (NFL) designated Verizon as its official 5G partner in a 10-year deal, committed to enhance the experience for NFL teams, players, and fans in stadiums. NFL Commissioner Roger Goodell said, “Verizon will help us... View Details
Keywords: Football; National Football League; 5G; Verizon; Communication Technology; Mobile and Wireless Technology; Technology Adoption; Risk and Uncertainty; Business Strategy; Collaborative Innovation and Invention; Sports Industry; Sports Industry
Wu, Andy, Grant Son, and Shuoyo Chen. "National Football League and Private 5G." Harvard Business School Case 724-433, January 2024.
- 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
Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
- October 2023 (Revised March 2024)
- Case
Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game
By: Tsedal Neeley, Jeff Huizinga and Emily Grandjean
Ken Xie, cofounder of cybersecurity giant Fortinet, faced a critical decision that would validate his leadership. Fortinet became the industry’s second-largest pureplay cybersecurity firm by developing differentiated hardware and investing in R&D. However, after a... View Details
Keywords: Leadership Development; Leadership Style; Marketing Strategy; Communication Strategy; Cybersecurity; Competitive Advantage; Information Technology Industry; United States; Sunnyvale
Neeley, Tsedal, Jeff Huizinga, and Emily Grandjean. "Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game." Harvard Business School Case 424-016, October 2023. (Revised March 2024.)
- 2023
- Working Paper
LALIGA—From a Soccer Competition Organizer to a Global Player in the Sports and Entertainment Industry
By: Stephen A. Greyser, Kenneth Cortsen and Juan Fuentes Fernández
LALIGA, the first- and second-tier professional soccer league (known as “football” outside of the U.S. and Canada) in Spain, enters its 100th soccer season later this decade. The most popular game in the world (Giulianotti, 2012) has gone through many changes since... View Details
Keywords: Soccer; "Sports Organizations,; Business History; Strategy; Brands and Branding; Technology Adoption; Sports Industry
Greyser, Stephen A., Kenneth Cortsen, and Juan Fuentes Fernández. "LALIGA—From a Soccer Competition Organizer to a Global Player in the Sports and Entertainment Industry." Harvard Business School Working Paper, No. 24-009, August 2023.
- April 2023 (Revised April 2024)
- Teaching Note
Netflix's Culture: Binge or Cringe?
By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
Teaching Note for HBS Case No. 522-096. View Details
Keywords: Compensation and Benefits; Employees; Recruitment; Resignation and Termination; Retention; Selection and Staffing; Innovation and Management; Innovation Strategy; Leadership Style; Business or Company Management; Management Style; Media; Business Processes; Organizational Culture; Organizational Structure; Performance Expectations; Performance Productivity; Creativity; Business Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America