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- All HBS Web (173)
- Faculty Publications (112)
- October 2006 (Revised September 2007)
- Teaching Note
Electronic Arts in Online Gaming (TN)
- July 2020 (Revised May 2021)
- Case
Oxygen Esports
By: John R. Wells and Benjamin Weinstock
On May 4, 2020, a press release from Boston, Massachusetts, announced the launch of Oxygen Esports (Oxygen), a new organization that hoped to dominate the rising esports scene in New England. Oxygen was created from a merger between Helix eSports (Helix), an owner and...
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Keywords:
Esports;
Sports;
Online Technology;
Games, Gaming, and Gambling;
Entrepreneurship;
Strategy
Wells, John R., and Benjamin Weinstock. "Oxygen Esports." Harvard Business School Case 721-351, July 2020. (Revised May 2021.)
- 26 Jun 2013
- News
How a Trivial Pursuit Became a Significant Case
Bob Reiss Photo courtesy of Bob Reiss It was 1983, and Bob Reiss (MBA 1956) was looking for a new game to play. A Brooklyn native and former basketball star at Columbia University who had become a successful...
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- 1978
- Article
A Note Concerning Asymmetric Games on Graphs
By: A. E. Roth
Keywords:
Games, Gaming, and Gambling
Roth, A. E. "A Note Concerning Asymmetric Games on Graphs." Naval Research Logistics Quarterly 25 (1978): 365–367.
- December 1973
- Article
On Non-Atomic Games
By: Elon Kohlberg
Keywords:
Games, Gaming, and Gambling
Kohlberg, Elon. "On Non-Atomic Games." International Journal of Game Theory 2, no. 1 (December 1973): 87 – 98.
- September 1974
- Article
Repeated Games of Incomplete Information: The Symmetric Case
By: Elon Kohlberg and Shmuel Zamir
Kohlberg, Elon, and Shmuel Zamir. "Repeated Games of Incomplete Information: The Symmetric Case." Annals of Statistics 2, no. 5 (September 1974): 1040–1041.
- 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.)
- June 1989 (Revised July 1994)
- Case
Babbage's: America's Software Headquarters
By: Walter J. Salmon
Salmon, Walter J. "Babbage's: America's Software Headquarters." Harvard Business School Case 589-100, June 1989. (Revised July 1994.)
- November 2017
- Teaching Note
Amazon.com, 2016
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-402.
On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and...
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Keywords:
Strategic Analysis;
Retail;
E-commerce;
Amazon;
Amazon.com;
AmazonFresh;
Jeff Bezos;
Cloud Computing;
Marketplaces;
Streaming;
E-reader Market;
Digital Media;
Mobile App;
Online Retail;
Shipping;
Database;
Tablet;
Kindle;
Kindle Fire;
Smartphone;
Delivery;
Market Platforms;
Two-Sided Platforms;
Competition;
Internet;
Corporate Strategy;
Online Advertising;
Business Growth and Maturation;
Business Model;
Business Organization;
For-Profit Firms;
Film Entertainment;
Games, Gaming, and Gambling;
Music Entertainment;
Television Entertainment;
Profit;
Revenue;
Global Strategy;
Multinational Firms and Management;
Taxation;
Business History;
Human Resources;
Resignation and Termination;
Books;
Human Capital;
Working Conditions;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Growth Management;
Management Practices and Processes;
Industry Growth;
Industry Structures;
Media;
Distribution;
Distribution Channels;
Order Taking and Fulfillment;
Infrastructure;
Logistics;
Product Development;
Supply Chain;
Supply Chain Management;
Organizational Culture;
Public Ownership;
Work-Life Balance;
Problems and Challenges;
Labor and Management Relations;
Strategy;
Adaptation;
Business Strategy;
Competitive Strategy;
Diversification;
Expansion;
Integration;
Horizontal Integration;
Vertical Integration;
Hardware;
Information Technology;
Mobile Technology;
Online Technology;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Price;
Software;
Marketing;
Marketing Strategy;
Working Capital;
Customer Focus and Relationships;
Customer Value and Value Chain;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
United States;
Washington (state, US);
Seattle
- June 1975
- Article
The Information Revealed in Infinitely Repeated Games of Incomplete Information
By: Elon Kohlberg
Kohlberg, Elon. "The Information Revealed in Infinitely Repeated Games of Incomplete Information." International Journal of Game Theory 4, no. 2 (June 1975): 57–59.
- December 1977
- Article
Utility Functions for Simple Games
By: A. E. Roth
Keywords:
Games, Gaming, and Gambling
Roth, A. E. "Utility Functions for Simple Games." Journal of Economic Theory 16 (December 1977): 481–489.
- March 2017 (Revised September 2017)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells and Carole A. Winkler
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and many attributed Trump’s victory to...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
WhatsApp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
Social Networking;
Gaming;
Gaming Industry;
Computer Games;
Mobile Gaming;
Messaging;
Monetization Strategy;
Advertising;
Digital Marketing;
Business Ventures;
Acquisition;
Mergers and Acquisitions;
Business Growth and Maturation;
Business Headquarters;
Business Organization;
For-Profit Firms;
Trends;
Communication;
Communication Technology;
Forms of Communication;
Interactive Communication;
Interpersonal Communication;
Talent and Talent Management;
Crime and Corruption;
Voting;
Demographics;
Entertainment;
Games, Gaming, and Gambling;
Moral Sensibility;
Values and Beliefs;
Initial Public Offering;
Profit;
Revenue;
Geography;
Geographic Location;
Global Range;
Local Range;
Country;
Cross-Cultural and Cross-Border Issues;
Globalized Firms and Management;
Globalized Markets and Industries;
Governing Rules, Regulations, and Reforms;
Government and Politics;
International Relations;
National Security;
Political Elections;
Business History;
Recruitment;
Selection and Staffing;
Information Management;
Information Publishing;
News;
Newspapers;
Innovation and Management;
Innovation Strategy;
Technological Innovation;
Knowledge Dissemination;
Human Capital;
Law;
Leadership Development;
Leadership Style;
Leading Change;
Business or Company Management;
Crisis Management;
Goals and Objectives;
Growth and Development Strategy;
Growth Management;
Management Practices and Processes;
Management Style;
Management Systems;
Management Teams;
Managerial Roles;
Marketing Channels;
Social Marketing;
Network Effects;
Market Entry and Exit;
Digital Platforms;
Marketplace Matching;
Industry Growth;
Industry Structures;
Monopoly;
Media;
Product Development;
Service Delivery;
Corporate Social Responsibility and Impact;
Mission and Purpose;
Organizational Change and Adaptation;
Organizational Culture;
Organizational Structure;
Public Ownership;
Problems and Challenges;
Business and Community Relations;
Business and Government Relations;
Groups and Teams;
Networks;
Rank and Position;
Opportunities;
Behavior;
Emotions;
Identity;
Power and Influence;
Prejudice and Bias;
Reputation;
Social and Collaborative Networks;
Status and Position;
Trust;
Society;
Civil Society or Community;
Culture;
Public Opinion;
Social Issues;
Societal Protocols;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Customization and Personalization;
Diversification;
Expansion;
Horizontal Integration;
Segmentation;
Information Technology;
Internet and the Web;
Mobile and Wireless Technology;
Internet and the Web;
Applications and Software;
Information Infrastructure;
Digital Platforms;
Internet and the Web;
Mobile and Wireless Technology;
Valuation;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
United States;
California;
Sunnyvale;
Russia
Wells, John R., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
- 1978
- Article
On Stochastic Games with Stationary Optimal Strategies
By: Truman F. Bewley and Elon Kohlberg
Bewley, Truman F., and Elon Kohlberg. "On Stochastic Games with Stationary Optimal Strategies." Mathematics of Operations Research, no. 3 (1978): 104–125.
- 1976
- Article
The Asymptotic Solution of a Recursion Equation Occurring in Stochastic Games
By: Truman F. Bewley and Elon Kohlberg
Keywords:
Games, Gaming, and Gambling
Bewley, Truman F., and Elon Kohlberg. "The Asymptotic Solution of a Recursion Equation Occurring in Stochastic Games." Mathematics of Operations Research, no. 1 (1976): 321 – 337.
- Article
Expecting Continued Play in Prisoner's Dilemma Games: A Test of Three Models
By: J. K. Murnighan and A. E. Roth
Keywords:
Games, Gaming, and Gambling
Murnighan, J. K., and A. E. Roth. "Expecting Continued Play in Prisoner's Dilemma Games: A Test of Three Models." Journal of Conflict Resolution 27, no. 2 (June 1983): 279–300.
- October 29, 2010
- Article
The Mental Game of Breast Cancer, Part one
By: Nancy F. Koehn
Keywords:
Games, Gaming, and Gambling
Koehn, Nancy F. "The Mental Game of Breast Cancer, Part one." Huffington Post, The Blog (October 29, 2010).
- 1976
- Article
The Asymptotic Theory of Stochastic Games
By: Truman F. Bewley and Elon Kohlberg
Bewley, Truman F., and Elon Kohlberg. "The Asymptotic Theory of Stochastic Games." Mathematics of Operations Research, no. 1 (1976): 197 – 208.
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the...
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Keywords:
Tencent;
Tencent Holdings;
WeChat;
Social Networking;
Social Networks;
Gaming;
Gaming Industry;
Video Games;
Computer Games;
Mobile Gaming;
Portals;
Payments;
Mobile Payments;
O2O;
Online-to-offline;
E-commerce;
Messaging;
Subscription Model;
Freemium;
Mobile App Industry;
Smartphone;
PC;
Monetization Strategy;
Antitrust;
Streaming;
Cloud Computing;
Artificial Intelligence;
Big Data;
Alibaba;
Facebook;
JD.com;
Tesla;
Bundling;
Synergies;
Digital Strategy;
Imitation;
Licensing;
Agility;
Entry Barriers;
Online Platforms;
Advertising;
Digital Marketing;
Business Ventures;
Acquisition;
Mergers and Acquisitions;
Business Conglomerates;
Business Units;
Business Growth and Maturation;
Business Organization;
For-Profit Firms;
Joint Ventures;
Restructuring;
Communication;
Communication Technology;
Blogs;
Interactive Communication;
Interpersonal Communication;
Entertainment;
Film Entertainment;
Games, Gaming, and Gambling;
Music Entertainment;
Investment;
Investment Portfolio;
Price;
Profit;
Revenue;
Geographic Scope;
Cross-Cultural and Cross-Border Issues;
Global Strategy;
Multinational Firms and Management;
Globalized Markets and Industries;
Business History;
Innovation Strategy;
Technological Innovation;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Product Positioning;
Social Marketing;
Network Effects;
Emerging Markets;
Market Entry and Exit;
Digital Platforms;
Industry Growth;
Monopoly;
Media;
Distribution Channels;
Product Development;
Service Delivery;
Organizational Change and Adaptation;
Organizational Structure;
Public Ownership;
Problems and Challenges;
Business and Government Relations;
Groups and Teams;
Networks;
Opportunities;
Social and Collaborative Networks;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Cooperation;
Corporate Strategy;
Diversification;
Expansion;
Horizontal Integration;
Vertical Integration;
Segmentation;
Information Technology;
Internet and the Web;
Mobile and Wireless Technology;
Internet and the Web;
Applications and Software;
Information Infrastructure;
Digital Platforms;
Internet and the Web;
Mobile and Wireless Technology;
Value Creation;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Asia;
China;
Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- April 1978
- Article
Two Person Games on Graphs
By: A. E. Roth
Keywords:
Games, Gaming, and Gambling
Roth, A. E. "Two Person Games on Graphs." Journal of Combinatorial Theory, Series B 24, no. 2 (April 1978): 238–241.
- November 1, 2010
- Article
The Mental Game of Breast Cancer, Part two
By: Nancy F. Koehn
Keywords:
Games, Gaming, and Gambling
Koehn, Nancy F. "The Mental Game of Breast Cancer, Part two." Huffington Post, The Blog (November 1, 2010).