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Show Results For
-
All HBS Web
(1,811)
- People (4)
- News (540)
- Research (1,055)
- Events (6)
- Multimedia (19)
- Faculty Publications (612)
- Clubs
Tennis Club
- January 2002 (Revised December 2002)
- Background Note
A Note on the Value of Information in an Entrepreneurial Venture
By: Paul W. Marshall
Uses a decision analysis framework to analyze the value of gaming information before making a full investment in an entrepreneurial venture.
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Marshall, Paul W. "A Note on the Value of Information in an Entrepreneurial Venture." Harvard Business School Background Note 802-143, January 2002. (Revised December 2002.)
- November 2018
- Case
Sportradar (A): From Data to Storytelling
By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on...
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Keywords:
Sports Data;
Data;
Sport;
Sportradar;
Football;
Soccer;
Gambling;
Betting;
Betting Markets;
Statistics;
Odds;
Live Data;
Bookmakers;
Betradar;
Visualization;
Integrity;
Monitoring;
Gaming;
Streaming;
2013;
St.Gallen;
Algorithm;
Mathematical Modeling;
Carsten Koerl;
Betandwin;
Bwin;
Wagering;
Probability;
Sports;
Analytics and Data Science;
Mathematical Methods;
Games, Gaming, and Gambling;
Transition;
Strategy;
Media;
Sports Industry;
Technology Industry;
Information Technology Industry;
Media and Broadcasting Industry;
Europe;
Switzerland;
Asia;
Austria;
Germany;
England
Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
- 29 Nov 2022
- Cold Call Podcast
How Will Gamers and Investors Respond to Microsoft’s Acquisition of Activision Blizzard?
- 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...
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Keywords:
Marketing Strategy;
Competitive Strategy;
Technological Innovation;
Information Infrastructure;
Applications and Software;
Entertainment and Recreation Industry;
Information Technology Industry
Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
- 09 Mar 2016
- Lessons from the Classroom
In This Classroom, Beer Can Improve Your Grade
simulations, but Strategic Brew stands alone in scope. All 940 first-year students play the game simultaneously as part of the required Strategy course. Roughly 40 faculty and project members manage and supervise the events. “It’s a...
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- Career Coach
Laetitia Tiani Vessah
Laetitia wants to be your compass to confidence in your job search. She can provide specific insights into CPG, and Entrepreneurship through Acquisition. Laetitia understands the pressure of non-traditional recruiting and the tradeoffs between exploring your interests...
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- April 1995
- Case
Minnetonka Corporation: From Softsoap to Eternity
Minnetonka Corp. which was founded in 1964, began as a niche player in the gift soap and novelty toiletries markets. In 1980, it entered--and managed to capture a piece of--the mass bar-soap market with pump-dispensed Softsoap liquid soap. In 1984, the company took on...
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Brandenburger, Adam M. "Minnetonka Corporation: From Softsoap to Eternity." Harvard Business School Case 795-163, April 1995.
- Clubs
Squash Club
- January 2016
- Teaching Note
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead...
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- March 2012
- Case
Angry Birds
By: Sunil Gupta and Dharmishta Rood
Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile...
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Keywords:
Brands and Branding;
Marketing Strategy;
Diversification;
Expansion;
Video Game Industry;
Finland
Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
- 23 Mar 2015
- News
Professor Appears on ‘Jeopardy’
- July 2008 (Revised January 2009)
- Case
Londolozi: Towards a Sustainable Business Model and Ecological Integrity in Southern Africa
By: Rawi E. Abdelal and Thomas Koelble
The Londolozi game viewing reserve in South Africa became a defining icon of ecotourism during the 1990s and early 2000s-that is, a tourist business promoting ecological land management and, at the same time, local economic development. The reserve was in a region in...
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Keywords:
Developing Countries and Economies;
Organizational Change and Adaptation;
Business and Community Relations;
Business and Government Relations;
Environmental Sustainability;
Tourism Industry;
South Africa
Abdelal, Rawi E., and Thomas Koelble. "Londolozi: Towards a Sustainable Business Model and Ecological Integrity in Southern Africa." Harvard Business School Case 709-001, July 2008. (Revised January 2009.)
- 16 Nov 2020
- News
Kominers’s Conundrums: This Puzzle Honors a Game-Show Legend
- September 2007
- Case
Nonverbal Communication: Distinguishing Truth and Lies
This video-based coursework illuminates the importance--and difficulty--of judging whether people are trustworthy. Students can test their skills at assessing whether contestants in a high-stakes game show will cooperate or defect.
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Wheeler, Michael A. "Nonverbal Communication: Distinguishing Truth and Lies." Harvard Business School Multimedia/Video Case 908-702, September 2007.
- 11 Aug 2016
- Cold Call Podcast
Why College Rankings Keep Deans Awake at Night
universities. Brian: Can you game the system? Is there a way to acquire the pieces that you need to elevate yourself in the rankings? Bill: Well you would know this better than me, maybe. The very sad thing that I see happening (and these...
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- March 2000 (Revised February 2002)
- Case
Stainless Steel Studios, Inc.
Stainless Steel Studios is the latest entrepreneurial venture of renowned computer game designer Rick Goodman. Goodman must now decide the role of customer feedback in crafting the next generation of computer games. This case addresses how operations systems can be...
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West, Jonathan, Michael J Buttrey, S. Robert Goldman, Jonas P Nilsson, and Christian G. Kasper. "Stainless Steel Studios, Inc." Harvard Business School Case 600-034, March 2000. (Revised February 2002.)
- 29 Jan 2014
- Research & Ideas
Super Bowl Ads for Multitaskers
plays with which to form their overall strategy—both during the big game and afterward in the marketplace. What's In An Ad? Thales and his fellow researchers divided advertisements into four types. Here are examples of each, using actual...
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- 2003
- Book
The Slow Pace of Fast Change: Bringing Innovations to Market in a Connected World
By: Bhaskar Chakravorti
Innovation's encounter with the market results in a game of both high risk and high stakes. Often its outcome defies common sense: Superior new products flop, unlikely ideas become runaway hits, and—despite rapid technological advances and intense... View Details
- 01 Oct 2012
- News