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Show Results For

  • All HBS Web  (797)
    • News  (263)
    • Research  (386)
    • Multimedia  (8)
  • Faculty Publications  (161)
Page 1 of 797 Results →
  • 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
Keywords: Competitive Strategy; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (B): Nintendo Power." Harvard Business School Case 701-092, February 2001. (Revised June 2001.)
  • 2003
  • Case

Competitive Dynamics in Home Video Games

By: Hirotaka Takeuchi
Keywords: Competition; Technology; Video Game Industry
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Takeuchi, Hirotaka. "Competitive Dynamics in Home Video Games." 2003.
  • 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
Keywords: Competition; Marketing; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (K): PlayStation vs. Nintendo64." Harvard Business School Case 701-101, June 2001.
  • 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
Keywords: Competitive Advantage; Industry Structures; Video Game Industry
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Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure." Harvard Business School Case 700-107, February 2000. (Revised June 2001.)
  • 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
Keywords: Technological Innovation; Competition; Product Launch; Video Game Industry
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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.
  • 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
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Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
  • 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
Keywords: Competitive Strategy; Video Game Industry
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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.)
  • 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
Keywords: Competition; Market Entry and Exit; Video Game Industry
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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
Keywords: Competition; Product Design; Product Launch; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (J): The Next Generation Nintendo." Harvard Business School Case 701-100, June 2001.
  • 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
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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.)
  • March 2005
  • Background Note

Home Video Games: Generation Seven

By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch... View Details
Keywords: Marketing Strategy; Competitive Strategy; Technological Innovation; Information Infrastructure; Applications and Software; Entertainment and Recreation Industry; Information Technology Industry
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Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
  • 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
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Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (I): The Sony PlayStation

Describes Sony's entry into the home video-game market and its strategy for gaining market share. A rewritten version of an earlier case. View Details
Keywords: Competition; Market Entry and Exit; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
  • 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.)
  • 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; Video Game Industry; Video Game Industry
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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.)
  • February 2001 (Revised June 2001)
  • Case

Competitive Dynamics in Home Video Games (C): The Sega Genesis

Describes the launch of Sega's 16-bit Genesis console in 1988 and its effect on competitor Nintendo. A rewritten version of an earlier case. View Details
Keywords: Competitive Advantage; Competitive Strategy; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (C): The Sega Genesis." Harvard Business School Case 701-093, February 2001. (Revised June 2001.)
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (D): The Nintendo Super NES

Sets the scene for Nintendo's launch of its Super NES console in Japan and in the United States and describes consumer reaction to the console versus that of its major competitor at the time, Sega. A rewritten version of an earlier case. View Details
Keywords: Competition; Video Game Industry; Japan; United States
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, June 2001.
  • February 2001 (Revised July 2001)
  • Case

Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn

Outlines the events leading up to the Sega's launch of its 32-bit console named Saturn. View Details
Keywords: Competitive Strategy; Product Launch; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn." Harvard Business School Case 701-097, February 2001. (Revised July 2001.)
  • 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
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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 (H): The Demise of the Sega Saturn

Provides a follow-up to the situation leading up to Sega's launch of Saturn. A rewritten version of an earlier case. View Details
Keywords: Competition; Product Launch; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn." Harvard Business School Case 701-098, June 2001.
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