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- Faculty Publications (112)
Show Results For
- All HBS Web (174)
- Faculty Publications (112)
- 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.)
- January 2009 (Revised March 2009)
- Case
A Chinese Start-up's Midlife Crisis: 99Sushe.com
By: William C. Kirby, F. Warren McFarlan and Tracy Manty
Now into their third year at the helm of an Internet start-up in China, Ken Pao and Bill Li were managing a totally different company (with a new name) from the one they first founded in 2006. Having changed their business model from a social networking site to an...
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Keywords:
Business Growth and Maturation;
Business Model;
Games, Gaming, and Gambling;
Entrepreneurship;
Venture Capital;
Investment Funds;
Organizational Change and Adaptation;
Entertainment and Recreation Industry;
China
Kirby, William C., F. Warren McFarlan, and Tracy Manty. "A Chinese Start-up's Midlife Crisis: 99Sushe.com." Harvard Business School Case 309-060, January 2009. (Revised March 2009.)
- 1988
- Chapter
The Expected Utility of Playing a Game
By: A. E. Roth
Roth, A. E. "The Expected Utility of Playing a Game." In The Shapley Value: Essays in Honor of Lloyd S. Shapley, edited by A. E. Roth, 51–70. Cambridge University Press, 1988.
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,...
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Keywords:
Corporate Strategy;
Digital Platforms;
Network Effects;
Policy;
Customer Focus and Relationships;
Games, Gaming, and Gambling;
Revenue;
Segmentation;
Sales;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- 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.)
- October 2009
- Case
Digital Chocolate
By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard...
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Keywords:
Games, Gaming, and Gambling;
Innovation and Management;
Leading Change;
Product Development;
Groups and Teams;
Creativity;
Telecommunications Industry;
Video Game Industry
Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
- September 1999
- Case
Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)
By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary...
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Keywords:
Games, Gaming, and Gambling;
Competitive Strategy;
Technological Innovation;
Growth and Development Strategy;
Partners and Partnerships;
Product Development;
Business Growth and Maturation;
Market Entry and Exit;
Sales;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- November 2006
- Background Note
Technical Game Theory Note #1: Solving Bi-matrix Games
By: Dennis A. Yao
Explains how to solve bi-matrix games and introduces the Nash Equilibrium concept.
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- 02 Jun 2011
- News
Serious Fun
The educational power of video games and simulations to teach everyone from fighter pilots to senior managers is well documented. Games, after all, are fun. Our competitive instinct kicks in, View Details
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the...
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Keywords:
Games, Gaming, and Gambling;
Product Development;
Customer Satisfaction;
Projects;
Business or Company Management;
Product Launch;
Marketing Strategy;
Decision Choices and Conditions;
Industry Structures;
Innovation Strategy;
Entertainment and Recreation Industry;
United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- 01 Sep 2007
- News
The Old Heave-Ho
First-year students let off a little end-of-the-year steam at the RC Olympics, held on campus last May. Sections competed against each other, testing their strength and agility in events such as dodgeball, wheelbarrow View Details
- January 2005 (Revised August 2006)
- Case
Lean Forward Media
By: Teresa M. Amabile and Victoria Winston
Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in...
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Keywords:
Decision Choices and Conditions;
Early Childhood Education;
Games, Gaming, and Gambling;
Entrepreneurship;
Venture Capital;
Management Practices and Processes;
Risk Management;
Partners and Partnerships;
Opportunities;
Creativity
Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
- 01 Sep 2013
- News
The First Scrum
play." They came. Brown: I'll never forget a tournament we played in New York on Ellis Island. Most of the other teams were made up of guys from Europe or South Africa or New Zealand who were working in New York. After the games, we'd sit...
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- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee...
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Keywords:
Valve;
Self-Managed Organizations;
Organization Design;
Strategy;
Flat Organization;
Video Games;
Organization Alignment;
Family Business;
Steam;
Steam Machine;
Design;
Games, Gaming, and Gambling;
Human Resources;
Collaborative Innovation and Invention;
Technological Innovation;
Leadership Style;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Organizational Culture;
Organizational Change and Adaptation;
Groups and Teams;
Alignment;
Software;
Hardware;
Video Game Industry;
Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- 04 Sep 2019
- News
A Wide Screen Approach
Immersive Media “The single largest revenue stream for sports in North America is media rights. The sports industry is slowly adapting to new formats and platforms, which is having an immediate impact on the acquisition View Details
- 01 Mar 2004
- News
Toy Story
educational, but it is one that caters to the different strengths of its players and encourages creative development. “For each of our games, we focus on three crucial ‘moments,’” explains Furlong. The...
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- 04 Sep 2019
- News
Giving Live Sports Another Dimension
Smart Venues “There’s long been this tension between the experience of live sports in a venue versus the comfort of watching on TV at home. And broadcasts have improved dramatically. So now stadium-goers are increasingly expecting their...
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- 10 Mar 2021
- News
Elevator Pitch: Game Time
Video Embed Animation by Drue Wagner and Troubadour Image + Sound Concept: Tilt Five is an entertainment system that uses augmented reality (AR) glasses, a game board, and a wand controller to engage players...
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- 04 Sep 2019
- News
Putting the Game Within Reach
Fan Experience “New mixed reality integrations, sports betting, and gamified experiences are changing the way that fans are consuming sports. We are already seeing this with immersive media, particularly in the interactivity that is...
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