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Show Results For
-
All HBS Web
(1,813)
- People (4)
- News (542)
- Research (1,055)
- Events (6)
- Multimedia (19)
- Faculty Publications (612)
- January 2003 (Revised March 2004)
- Case
Silverado (A)
By: Jan W. Rivkin and Charles J. Woodard
Silverado has raised $50 million and launched its first product: an Internet-based trivia game with innovative software. In a highly uncertain environment, the young management team must decide whether to continue developing the product and whether to branch out into...
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Keywords:
Risk and Uncertainty;
Technological Innovation;
Strategic Planning;
Internet and the Web;
Decision Choices and Conditions;
Product Launch;
Business Strategy;
Entertainment and Recreation Industry
Rivkin, Jan W., and Charles J. Woodard. "Silverado (A)." Harvard Business School Case 703-441, January 2003. (Revised March 2004.)
- 14 Aug 2011
- News
Inside the Greek Volcano
- 2013
- Working Paper
NBC and the 2012 London Olympics: Unexpected Success
By: Stephen A. Greyser and Vadim Kogan
"The 2010 Vancouver Winter Games lost $223 million, astonishing for a 17-day event. Next year's London Summer Games, which cost a record Olympic rights fee of $1.18 billion, are expected to lose at least as much..." wrote Richard Sandomir in The New York Times. "NBC...
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Keywords:
Success;
Profit;
Sports;
Failure;
Television Entertainment;
Media and Broadcasting Industry;
Sports Industry;
Entertainment and Recreation Industry;
Vancouver;
Beijing;
London;
Brazil;
Russia
Greyser, Stephen A., and Vadim Kogan. "NBC and the 2012 London Olympics: Unexpected Success." Harvard Business School Working Paper, No. 14-028, September 2013.
- December 2004 (Revised July 2008)
- Case
Delaware Worldwide Corporation
By: Ronald W. Moore
Discusses the bankruptcy reorganization process, with an emphasis on valuation and capital structure. Serves as the basis for a bankruptcy reorganization game that has been used for many years in Creating Value Through Corporate Restructuring, a second-year finance...
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Keywords:
Restructuring;
Capital Structure;
Insolvency and Bankruptcy;
Financial Strategy;
Valuation
Moore, Ronald W. "Delaware Worldwide Corporation." Harvard Business School Case 205-047, December 2004. (Revised July 2008.)
- July 2004 (Revised March 2007)
- Case
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small...
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Keywords:
Games, Gaming, and Gambling;
Growth and Development Strategy;
Brands and Branding;
Marketing Strategy;
Product Launch;
Product Development;
Performance Improvement;
Software;
Entertainment and Recreation Industry;
Europe
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- January 1993 (Revised May 2004)
- Case
Adventurous Computer Games, Inc.
By: William J. Bruns Jr.
A new company producing computer games must begin to capitalize computer software development cost. To do so requires a cost accounting system, decisions about which costs to capitalize, and how to match costs to future revenues. Teaches accounting standards for...
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Keywords:
Product Development;
Applications and Software;
Cost Accounting;
Business Startups;
Information Technology Industry
Bruns, William J., Jr. "Adventurous Computer Games, Inc." Harvard Business School Case 193-088, January 1993. (Revised May 2004.)
- April 1996 (Revised March 1997)
- Case
Jason Bosworth
By: William J. Poorvu and John H. Vogel Jr.
Jason Bosworth is a real estate investor who wants to purchase apartments for a $300 million limited partnership in which he is the general partner. This case is part of a negotiation game simulation that includes Sunshine Villas, Silver Lane Apartments, and Major...
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Keywords:
Financing and Loans;
Property;
Negotiation Tactics;
Partners and Partnerships;
Management;
Real Estate Industry
Poorvu, William J., and John H. Vogel Jr. "Jason Bosworth." Harvard Business School Case 396-328, April 1996. (Revised March 1997.)
- 04 Jan 2021
- Working Paper Summaries
The Twofold Effect of Customer Retention in Freemium Settings
- February 2004 (Revised November 2004)
- Case
Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo
Details events in the home video-game industry from the late 1970s until the early 1990s. 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 became the fastest...
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Keywords:
Technology;
Value Creation;
Change Management;
Marketing Strategy;
Competitive Advantage;
Video Game Industry
Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
- Teaching Interest
Changing the Game: Negotiation and Competitive Decision Making
High-stakes business negotiations challenge your wits, your confidence, and your capacity for clear reasoning under intense pressure. Changing the Game leverages the latest research to your advantage, helping you prepare for complex...
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- August 2011 (Revised September 2011)
- Case
Wii Encore?
By: Andrei Hagiu
Nintendo faced huge difficulties in July 2011. Sony's PlayStation and Microsoft's Xbox had caught up with the innovative motion-sensing controllers of the original Wii. And the new Nintendo 3DS handheld console had experienced a very disappointing start. Moreover,...
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Keywords:
Competition;
Innovation Strategy;
Two-Sided Platforms;
Brands and Branding;
Video Game Industry;
Video Game Industry
Hagiu, Andrei. "Wii Encore?" Harvard Business School Case 712-416, August 2011. (Revised September 2011.)
- 27 Nov 2013
- News
Three Strategy Lessons From the Latest Round of Xbox vs. PlayStation
- 03 Mar 2014
- News
Farewell Sochi
- Clubs
B-School Blades
- 13 Apr 2016
- News
Consumer Reports in the Age of the Amazon Review
- Article
Changes in Negative Reciprocity as a Function of Age
By: Yoella Bereby-Meyer and Shelly Fiks
Standard economic models assume people exclusively pursue material self-interests in social interactions. However, people exhibit social preferences; that is, they base their choices partly on the outcomes others obtained in a social interaction. People care about...
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Bereby-Meyer, Yoella, and Shelly Fiks. "Changes in Negative Reciprocity as a Function of Age." Journal of Behavioral Decision Making 26, no. 4 (October 2013): 397–403.
- January 2008 (Revised March 2008)
- Case
Glass Egg Digital Media
Glass Egg is an outsource games development firm in Vietnam. They are able to offer brand-name publishers-Microsoft EA, Atari-significant cost savings in the development of art assets for their video games. However, the firm's management find themselves at a point at...
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Keywords:
Games, Gaming, and Gambling;
Growth and Development Strategy;
Marketing Strategy;
Demand and Consumers;
Product Development;
Organizational Structure;
Entertainment and Recreation Industry
Godes, David B. "Glass Egg Digital Media." Harvard Business School Case 508-066, January 2008. (Revised March 2008.)
- October 2020 (Revised March 2021)
- Case
Pete Carroll: Building a Winning Organization through Purpose, Caring, and Inclusion
By: Ranjay Gulati, Matthew Breitfelder and Monte Burke
Competing at the highest levels of the National Football League (NFL) requires tremendous skill, dedication and persistence. The most successful coaches in the NFL know how to draw out a higher level of performance and consistency from their players. This is typically...
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Keywords:
National Football League;
Leadership Style;
Organizational Culture;
Mission and Purpose;
Relationships;
Performance;
Success;
Sports;
Sports Industry
Gulati, Ranjay, Matthew Breitfelder, and Monte Burke. "Pete Carroll: Building a Winning Organization through Purpose, Caring, and Inclusion." Harvard Business School Case 421-020, October 2020. (Revised March 2021.)