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- All HBS Web
(1,944)
- People (4)
- News (326)
- Research (1,056)
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- October 2019 (Revised October 2019)
- Case
Epic Games
By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive... View Details
Keywords: Industry Analysis; Video Games; Platforms; Comparative Advantage; Growth Strategy; Innovation Focused Strategy; Pricing Strategy; Strategy; Competition; Growth and Development Strategy; Innovation Strategy; Games, Gaming, and Gambling; Digital Platforms; Technology Industry
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- August 2020 (Revised June 2021)
- Case
Skillz: Esports and Skill-Based Mobile Gaming
By: Andy Wu, David B. Yoffie and George Gonzalez
Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
- February 2000 (Revised June 2001)
- Case
Note on Home Video Game Technology and Industry Structure
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. This case provides general information about the industry, allowing for subsequent cases in the series to focus on competitive... View Details
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure." Harvard Business School Case 700-107, February 2000. (Revised June 2001.)
- February 2004 (Revised November 2004)
- Case
Note on Home Video Game Technology and Industry Structure (Abridged)
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry. View Details
Keywords: Technology; Competitive Advantage; Competitive Strategy; Supply and Industry; Video Game Industry
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
- 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
- February 2007 (Revised August 2007)
- Case
Urban Video Game Academy: Getting in the Game
By: Lynda M. Applegate and Susan Saltrick
Urban Video Game Academy was founded to enhance the academic and career prospects of urban youth. How will its founder grow it into a sustainable business? Provides an opportunity to discuss the challenges of social entrepreneurship and how to create a sustainable... View Details
Keywords: Social Entrepreneurship; Business Model; Social Enterprise; Change Management; Education; Education Industry; Education Industry
Applegate, Lynda M., and Susan Saltrick. "Urban Video Game Academy: Getting in the Game." Harvard Business School Case 807-122, February 2007. (Revised August 2007.)
- November 2023
- Case
Axie Infinity: Video Game Meets Blockchain
By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's... View Details
Keywords: Blockchain; Business Model; Games, Gaming, and Gambling; Currency; Innovation and Management; Business Strategy; Video Game Industry
Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
- June 2001
- Case
Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming
Describes the launch of the innovative home video game company, 3DO, which had developed a groundbreaking system featuring 32-bit processing and CD-ROM software. Examines the competitive dynamics in the home video game industry from 1970 into the new millennium. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming." Harvard Business School Case 701-095, June 2001.
- 2023
- Working Paper
Personalized Game Design for Improved User Retention and Monetization in Freemium Games
By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing
digital games is setting the level of difficulty, which essentially regulates the user’s ability to
progress within the game. This aspect is particularly significant in... View Details
Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile and Wireless Technology; Customers; Retention; Product Design; Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
- February 2001 (Revised June 2001)
- Case
Competitive Dynamics in Home Video Games (B): Nintendo Power
Tells the story of Nintendo's revival of the home video game industry in the mid-1980s and its dominance of the market in the late 1980s and early 1990s. Strategic issues addressed include the creation of value by sparking dormant demand and the capture of value... View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (B): Nintendo Power." Harvard Business School Case 701-092, February 2001. (Revised June 2001.)
- 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
- June 2001
- Case
Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64
Nintendo must make some important decisions regarding relationships with third-party game developers. This is part of a case series examining the competitive dynamics in the home video game industry from 1970 into the new millennium. A rewritten version of an earlier... View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64." Harvard Business School Case 701-101, June 2001.
- October 1992
- Supplement
Cooper Industries Video
By: David J. Collis
Bob Gigile, Chairman and CEO of Cooper Industries, describes the company's philosophy behind acquisitions and his corporate strategy. He then answers questions raised by the case discussion. View Details
Collis, David J. "Cooper Industries Video." Harvard Business School Video Supplement 793-504, October 1992.
- February 1995 (Revised July 1995)
- Case
Power Play (A): Nintendo in 8-bit Video Games
The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
- June 2001
- Case
Competitive Dynamics in Home Video Games (F): The Fall of 3DO
Outlines the events leading up to 3DO's exit from the home video game licensing business. 3DO's business model is considered flawed because of its incompatibility with industry structure and economics. View Details
Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (F): The Fall of 3DO." Harvard Business School Case 701-096, June 2001.
- June 2001
- Case
Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo
Nintendo must make some important decisions related to the launch and design of the successor to its 16-bit Super NES console. A rewritten version of an earlier case. This is part of a case series examining the competitive dynamics in the home video game industry from... View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo." Harvard Business School Case 701-100, June 2001.
- February 2001 (Revised June 2001)
- Case
Competitive Dynamics in Home Video Games (A): The Age of Atari
Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari grew from a $500 initial investment into a $2 billion in revenues per year enterprise, becoming the fastest... View Details
Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (A): The Age of Atari." Harvard Business School Case 701-091, February 2001. (Revised June 2001.)
- May 2008
- Teaching Note
Urban Video Game Academy: Getting in the Game (TN)
Teaching Note for [807122]. View Details