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- 2023
- Working Paper
A Welfare Analysis of Gambling in Video Games
By: Tomomichi Amano and Andrey Simonov
In 2020, gamers worldwide spent more than $15 billion on loot boxes, a lottery of virtual items built into video games. Loot boxes are contentious, as regulators worry that they constitute gambling. In contrast, video game companies maintain that loot boxes are...
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Keywords:
Consumer Behavior;
Policy;
Games, Gaming, and Gambling;
Product Design;
Video Game Industry
Amano, Tomomichi, and Andrey Simonov. "A Welfare Analysis of Gambling in Video Games." Harvard Business School Working Paper, No. 23-052, February 2023.
- 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,...
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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;
Entertainment and Recreation Industry;
Video Game Industry;
Technology Industry;
United States;
California;
North America;
South America;
Asia;
Europe
Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
- November 2022
- Article
Opportunity Neglect: An Aversion to Low-probability Gains
By: Emily Prinsloo, Kate Barasz, Leslie K. John and Michael I. Norton
Seven preregistered studies (N = 2,890) conducted in the field, lab, and online document opportunity neglect: a tendency to reject opportunities with low probability of success, even when they come with little or no objective cost (e.g., time, money,...
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Prinsloo, Emily, Kate Barasz, Leslie K. John, and Michael I. Norton. "Opportunity Neglect: An Aversion to Low-probability Gains." Psychological Science 33, no. 11 (November 2022): 1857–1866.
- July 2022 (Revised November 2022)
- Case
Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard
By: Joseph Pacelli, Jonas Heese 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...
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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;
Entertainment and Recreation Industry;
Video Game Industry;
North America;
California
Pacelli, Joseph, Jonas Heese, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised November 2022.)
- May 2022
- Article
Can Gambling Increase Savings? Empirical Evidence on Prize-Linked Savings Accounts
By: Shawn A. Cole, Benjamin Iverson and Peter Tufano
This paper studies the adoption and impact of prize-linked savings (PLS) accounts, which offer lottery-like payouts to individual account holders in lieu of interest. Using microlevel data from a bank in South Africa, we show that PLS is attractive to a broad group of...
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Keywords:
Household Finance;
Banking;
Savings;
Prize-linked Savings;
Lottery;
Household;
Personal Finance;
Saving;
Banks and Banking
Cole, Shawn A., Benjamin Iverson, and Peter Tufano. "Can Gambling Increase Savings? Empirical Evidence on Prize-Linked Savings Accounts." Management Science 68, no. 5 (May 2022): 3282–3308.
- Article
Putin's Invasion of Ukraine: A Desperate Gamble to Reverse a String of Failures
By: Jeremy Friedman and Ingrid Burke Friedman
Friedman, Jeremy, and Ingrid Burke Friedman. "Putin's Invasion of Ukraine: A Desperate Gamble to Reverse a String of Failures." Jurist (March 2, 2022).
- 2022
- Working Paper
Transitory and Permanent Cash Flow Shocks in Debt Contract Design
By: Le Ma, Anywhere Sikochi and Yajun Xiao
We examine how lenders design contracts when borrowers are exposed to volatile transitory or permanent cash flow shocks. We find that volatile transitory shocks are associated with fewer liquidity covenants, indicating financial flexibility that can enable firms to...
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Keywords:
Debt Covenants;
Cash Flow Shocks;
Debt Contracting;
Likelihood Of Default;
Cash Flow;
System Shocks
Ma, Le, Anywhere Sikochi, and Yajun Xiao. "Transitory and Permanent Cash Flow Shocks in Debt Contract Design." Harvard Business School Working Paper, No. 22-026, October 2021. (Revised April 2022.)
- October 2021
- Article
Changing Gambling Behavior through Experiential Learning
By: Shawn A. Cole, Martin Abel and Bilal Zia
This paper tests experiential learning as a debiasing tool to reduce gambling in South Africa, through a randomized field experiment. The study implements a simple, interactive game that simulates the odds of winning the national lottery through dice rolling....
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Keywords:
Debiasing;
Experiential Learning;
Behavioral Economics;
Financial Education;
Learning;
Games, Gaming, and Gambling;
Behavior;
Decision Making
Cole, Shawn A., Martin Abel, and Bilal Zia. "Changing Gambling Behavior through Experiential Learning." World Bank Economic Review 35, no. 3 (October 2021): 745–763.
- March 2021
- Case
Astralis Group: Determining a Brand Strategy
By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for...
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Keywords:
Brand Strategy;
Esports;
Video Games;
Corporate Scope;
Positioning;
Ecosystem;
Brands and Branding;
Strategy;
Business Ventures;
Business Startups;
Entrepreneurship;
Ethics;
Sports;
Competitive Strategy;
Value Creation;
Diversification;
Games, Gaming, and Gambling;
Sports Industry;
Entertainment and Recreation Industry;
Denmark;
Europe
Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
- 2021
- Working Paper
Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment
By: Patrick J. Ferguson and Karim R. Lakhani
Contests that are designed to be consumed for entertainment by non-contestants are a fixture of economic, cultural and political life. In this paper, we examine whether individuals prefer to consume contests that have more uncertain outcomes. We look to...
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Keywords:
Contest Design;
Information Preferences;
Consumer Demand;
Sports;
Entertainment;
Games, Gaming, and Gambling;
Demand and Consumers;
Outcome or Result
Ferguson, Patrick J., and Karim R. Lakhani. "Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment." Harvard Business School Working Paper, No. 21-087, February 2021.
- December 2020 (Revised December 2022)
- Case
The Dance of Dharma: On the Difficulty of Being Good
By: Arthur I. Segel and Tyler M. Richard
When deciding how to be good and act well, we often seek outside help. Many of our oldest and most frequently consulted sources of ethical guidance are our religious traditions. Just as one might consult a thoughtful friend, countless people seek direction from their...
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Segel, Arthur I., and Tyler M. Richard. "The Dance of Dharma: On the Difficulty of Being Good." Harvard Business School Case 821-058, December 2020. (Revised December 2022.)
- 2020
- Working Paper
The Twofold Effect of Customer Retention in Freemium Settings
By: Eva Ascarza, Oded Netzer and Julian Runge
The main tradeoff in designing freemium services is how much of the product to offer for free. At the heart of such a tradeoff is the balancing act of providing a valuable free product in order to acquire and engage consumers, while making the free product limited...
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Keywords:
Freemium;
Retention/churn;
Field Experiment;
Field Experiments;
Gaming;
Gaming Industry;
Mobile App;
Mobile App Industry;
Monetization;
Monetization Strategy;
Games, Gaming, and Gambling;
Mobile Technology;
Customers;
Retention;
Product Design;
Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "The Twofold Effect of Customer Retention in Freemium Settings." Harvard Business School Working Paper, No. 21-062, November 2020.
- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnight
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems....
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Keywords:
Mobile Platforms;
Mobile App Industry;
Mobile Payment Systems;
Antitrust;
Games, Gaming, and Gambling;
Mobile and Wireless Technology;
Lawsuits and Litigation;
Entrepreneurship;
Competitive Strategy;
Digital Platforms;
United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnight." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- 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...
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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.)
- January 2020
- Case
Ninja: Which Platform Wins Esports' Biggest Star?
By: Anita Elberse and Michal T. Leszczynski
It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...
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Keywords:
Esports;
Platforms;
Superstar;
Games, Gaming, and Gambling;
Internet and the Web;
Personal Development and Career;
Decision Making;
Digital Platforms;
Video Game Industry;
Technology Industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- November 2019
- Supplement
Gillette: Cutting Prices to Regain Share
By: Benjamin C. Esty and Daniel Fisher
After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by cutting prices on its razors and blades in April 2017. Bonnie Herzog, an equity analyst at Wells Fargo, must assess how the...
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- November 2019
- Case
Gillette: Cutting Prices to Regain Share
By: Benjamin C. Esty and Daniel Fisher
After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by launching new products and increasing advertising. When these efforts failed to stem the losses, Gillette decided to cut the...
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Keywords:
Marketing Strategy;
Product Positioning;
Business Strategy;
Competition;
Price;
Public Equity;
Retail Industry;
Consumer Products Industry;
United States
Esty, Benjamin C., and Daniel Fisher. "Gillette: Cutting Prices to Regain Share." Harvard Business School Case 720-378, November 2019.
- 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...
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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.)
- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization.
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Keywords:
Targeting;
Retention/churn;
Freemium;
Monetization;
Customer Relationship Management;
Games, Gaming, and Gambling;
Mobile and Wireless Technology;
Growth and Development Strategy;
Marketing;
Customers;
Marketing Strategy;
Retention;
Acquisition;
Entertainment and Recreation Industry;
Japan
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- January 2019
- Case
First Aid Beauty
By: Karen Mills and Annie Dang
In 2008, Lilli Gordon, an experienced financial and skincare entrepreneur, founded First Aid Beauty (FAB). She had discovered a white space in the prestige beauty market: high-end skin solutions that were suitable for sensitive skin. After initial success through...
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Keywords:
Prestige Beauty;
Skincare;
Preferred Shares;
Common Stock;
Entrepreneurship;
Venture Capital;
Private Equity;
Decision Choices and Conditions;
Beauty and Cosmetics Industry
Mills, Karen, and Annie Dang. "First Aid Beauty." Harvard Business School Case 319-082, January 2019.