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      • Faculty Publications  (69)

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      • December 2024
      • Case

      Tencent Games

      By: Rebecca Karp, Billy Chan and Nancy Hua Dai
      For years, Tencent Games, a division of China’s largest internet company, had taken the lion’s share of revenue in the global gaming market with blockbuster titles such as “League of Legends” and “PUBG: Battlegrounds.” These games defined the game genres that they... View Details
      Keywords: Decisions; Games, Gaming, and Gambling; Collaborative Innovation and Invention; Innovation and Management; Innovation Strategy; Growth and Development Strategy; Product Development; Organizational Culture; Business Strategy; Investment; Competitive Strategy; Video Game Industry; Europe; China
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      Karp, Rebecca, Billy Chan, and Nancy Hua Dai. "Tencent Games." Harvard Business School Case 725-411, December 2024.
      • November 2024
      • Supplement

      Epic Games: Nineteen Eighty-Fortnite (B)

      By: Andy Wu and Ronald Wang
      In a significant ruling on April 24, 2023, the U.S. Court of Appeals for the Ninth Circuit upheld portions of the district court’s decision against Epic Games back in September 2021. However, Apple’s anti-steering provisions, which restricted app developers from... View Details
      Keywords: Lawsuits and Litigation; Market Transactions; Applications and Software; Video Game Industry; Video Game Industry
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      Wu, Andy, and Ronald Wang. "Epic Games: Nineteen Eighty-Fortnite (B)." Harvard Business School Supplement 725-400, November 2024.
      • September 2024 (Revised March 2025)
      • Supplement

      Wemade: (Re)Establishing Trust in Blockchain Games (B)

      By: Jung Koo Kang, Charles C.Y. 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
      Keywords: Blockchain; Cryptocurrency; Crypto Economy; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Financial Markets; Governance; Video Game Industry; Video Game Industry; South Korea
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      Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (B)." Harvard Business School Supplement 125-018, September 2024. (Revised March 2025.)
      • 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
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      van Bever, Derek C. M., and Akshat Agrawal. "Google Stadia: Game On or Game Over?" Harvard Business School Case 325-024, July 2024.
      • 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: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
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      Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper Series, No. 4355019, June 2024.
      • June 2024
      • Case

      Arete Research on Unity Software

      By: Joseph Pacelli and Tonia Labruyere
      Richard Kramer had founded Arete Research, an independent financial research provider, in 2000 after a successful career as a sell-side analyst at Goldman Sachs. He reflects on his team's coverage of Unity Software, a U.S.-based mobile games software company, that... View Details
      Keywords: Analysis; Initial Public Offering; Analytics and Data Science; Applications and Software; Mobile and Wireless Technology; Valuation; Value Creation; Mergers and Acquisitions; Business Model; Reports; Video Game Industry; Video Game Industry; United Kingdom; United States
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      Pacelli, Joseph, and Tonia Labruyere. "Arete Research on Unity Software." Harvard Business School Case 124-086, June 2024.
      • June 2024 (Revised March 2025)
      • Case

      Wemade: (Re)Establishing Trust in Blockchain Games (A)

      By: Jung Koo Kang, Charles C.Y. 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
      Keywords: Blockchain; Cryptocurrency; Video Games; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Technology Adoption; Video Game Industry; Video Game Industry; Video Game Industry; South Korea
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      Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (A)." Harvard Business School Case 124-025, June 2024. (Revised March 2025.)
      • 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.
      • 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.)
      • 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
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      Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 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
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      Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
      • June 2023
      • Supplement

      Clash of Two Giants Simulation Exercise

      By: Feng Zhu and Marco Iansiti
      Many markets are organized around platforms that connect consumers with complementary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A... View Details
      Keywords: Customer Acquisition; Platform Strategy; Technology Platform; Digital Platforms; Competitive Strategy; Network Effects
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      Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise." Harvard Business School PowerPoint Supplement 623-717, June 2023.
      • June 2023
      • Exercise

      Clash of Two Giants Simulation Exercise Instructions

      By: Feng Zhu and Marco Iansiti
      Many markets are organized around platforms that connect consumers with complimentary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A... View Details
      Keywords: Platform Strategies; Technology Platform; Customer Acquisition; Network Effects; Digital Platforms; Marketplace Matching; Strategy
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      Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise Instructions." Harvard Business School Exercise 623-092, June 2023.
      • June 2023 (Revised October 2024)
      • Teaching Note

      Clash of Two Giants Simulation Exercise Teaching Note

      By: Feng Zhu
      Teaching Note for HBS Case No. 623-092. Many markets are organized around platforms that connect consumers with complimentary applications and services. These platforms are two-sided because both sides—consumers and those providing applications or services—need access... View Details
      Keywords: Platform Strategy; Customer Acquisition; Technology Platform; Competitive Strategy; Network Effects; Digital Platforms; Management Skills
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      Zhu, Feng. "Clash of Two Giants Simulation Exercise Teaching Note." Harvard Business School Teaching Note 623-093, June 2023. (Revised October 2024.)
      • 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; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America
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      Joly, Hubert, Leonard A. Schlesinger, James Barnett, and Stacy Straaberg. "Netflix's Culture: Binge or Cringe?" Harvard Business School Teaching Note 523-004, April 2023. (Revised April 2024.)
      • February 2023
      • Case

      Roblox: Virtual Commerce in the Metaverse

      By: Ayelet Israeli and Nicole Tempest Keller
      In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use “co-experience platform”, allowed users to come together in immersive 3D experiences to socialize, work,... View Details
      Keywords: Entertainment; Games, Gaming, and Gambling; Market Design; Marketing; Brands and Branding; Marketing Channels; Marketing Strategy; Business Strategy; Economics; Economy; Economic Systems; Advertising; Advertising Campaigns; Digital Platforms; Markets; Price; Innovation and Management; Video Game Industry; Video Game Industry; Video Game Industry; United States; California; North America; South America; Asia; Europe
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      Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
      • September 2022 (Revised January 2025)
      • Case

      The Pokémon Company: Evolving into an Everlasting Brand

      By: Tomomichi Amano and Masaki Nomura
      Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that... View Details
      Keywords: Advertising; Brands and Branding; Marketing Strategy; Consumer Behavior; Growth and Development Strategy; Video Game Industry; Japan
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      Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022. (Revised January 2025.)
      • August 3, 2022
      • Article

      Why NFT Creators Are Going cc0

      By: and Scott Duke Kominers Flashrekt
      Strategies for building brands, communities, and content through intellectual property (IP) vary greatly across NFT projects. Some maintain more or less standard IP protections; others give just NFT owners rights to innovate upon the associated intellectual property;... View Details
      Keywords: Non-fungible Tokens; NFTs; Video Games; Merchandising; Creative Commons; Intellectual Property
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      Flashrekt, and Scott Duke Kominers. "Why NFT Creators Are Going cc0." a16zcrypto.com (August 3, 2022).
      • July 2022 (Revised January 2025)
      • Case

      Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard

      By: Jonas Heese, Joseph Pacelli and James Barnett
      In January 2022, Microsoft announces its acquisition of the video game company Activision Blizzard, in a deal valued at $68.7 billion, which would make Microsoft the world’s third largest video game company. The deal came as Activision Blizzard faced gender pay... View Details
      Keywords: Accounting; Goodwill Accounting; Analysis; Decision Making; Talent and Talent Management; Games, Gaming, and Gambling; Ethics; Leadership; Risk and Uncertainty; Mergers and Acquisitions; Lawsuits and Litigation; Video Game Industry; Video Game Industry; North America; California
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      Heese, Jonas, Joseph Pacelli, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised January 2025.)
      • June 2022 (Revised March 2024)
      • Case

      Netflix's Culture: Binge or Cringe?

      By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
      In May 2022, streaming entertainment company Netflix lost customers for the first time in more than 10 years. Once a first mover in the streaming landscape, Netflix was facing competition from Amazon Prime Video, Disney+, HBO Max, and others. A key component of... 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; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America
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      Joly, Hubert, Leonard A. Schlesinger, James Barnett, and Stacy Straaberg. "Netflix's Culture: Binge or Cringe?" Harvard Business School Case 522-096, June 2022. (Revised March 2024.)
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