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Show Results For
-
All HBS Web
(1,802)
- People (4)
- News (535)
- Research (1,055)
- Events (6)
- Multimedia (19)
- Faculty Publications (609)
- January 2011 (Revised November 2014)
- Case
Mochi Media
By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and...
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Keywords:
Business Model;
Business Startups;
Games, Gaming, and Gambling;
Entrepreneurship;
Growth and Development Strategy;
Network Effects;
Multi-Sided Platforms;
Partners and Partnerships;
Competition
Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
- 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;
Computer Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- 08 Nov 2021
- Video
Accelerating the Careers of Diverse Rising Stars
- February 2011
- Supplement
Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW)
By: Dennis Campbell and Francisco de Asis Martinez-Jerez
Datasets of gaming and hotel customers to perform analysis for the case.
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- Apr 14 2016
- Interview
Playing Like a Pro
- 26 Jul 2016
- Research & Ideas
Where will Pokémon Go with Your Personal Information?
all time. Data analytics firm Similar Web reported that in its first week alone, the app had been installed on nearly 11 percent of all Android phones in the United States, and surpassed Twitter’s daily usage shortly thereafter. Pokémon Go is a View Details
- 14 Oct 2011
- News
Biz school students put smarts in Jeopardy vs. supercomputer
- March 2024 (Revised April 2024)
- Case
Supercell 2.0: Clash of Plans
By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce...
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Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised April 2024.)
Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics
This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and...
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- Research Summary
By: Alvin E. Roth
For further information, please go to my
Game Theory,Experimental Economics, and Market Design Page.
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- January 2018
- Case
Peak Games: Hiring Priorities in Times of Rapid Growth (A)
By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,...
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Keywords:
Recruiting;
Staffing;
Emergent Countries;
Entrepreneurial Management;
Private Sector;
Business Strategy;
Decision;
Growth Management;
Games, Gaming, and Gambling;
Selection and Staffing;
Talent and Talent Management;
Business Model;
Growth and Development Strategy;
Competitive Advantage;
Value Creation;
Organizational Culture;
Decision Choices and Conditions;
Technology Industry;
Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
- Research Summary
Strategic and Competitive Dynamics
Professor Coughlan's research in the area of Strategic and Competitive Dynamics applies game theory, industrial organization economics, and laboratory experiments to the investigation of competitive interactions between firms and strategic responses to technological...
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- 14 Apr 2016
- Video
Playing Like a Pro
- Jun 01 2014
- Testimonial
Playing to Win
- Research Summary
FOUNDATIONS OF BUSINESS STRATEGY
Pankaj Ghemawat is involved in an ongoing stream of research and course development on the foundations of business strategy. Recent work has included the application of game theory to business strategy, as reported in the book Games Businesses Play, and the...
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- November 2006 (Revised November 2009)
- Course Overview Note
Introduction to Competitive Dynamics: Strategy and Tactics
By: Dennis A. Yao
Provides an overview of the course Competitive Dynamics: Strategy and Tactics and discusses challenges facing those who wish to use game theory to assist in strategic and tactical decision making.
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Yao, Dennis A. "Introduction to Competitive Dynamics: Strategy and Tactics." Harvard Business School Course Overview Note 707-475, November 2006. (Revised November 2009.)
- September 2003 (Revised February 2004)
- Case
Electronic Arts: The Blockbuster Strategy
Describes the process that the firm employs to allocate resources to new product development projects. Examines whether the firm can sustain its competitive advantage given its existing game design process.
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Keywords:
Resource Allocation;
Competitive Advantage;
Decision Making;
Product Development;
Video Game Industry
Roberto, Michael, and Gina Carioggia. "Electronic Arts: The Blockbuster Strategy." Harvard Business School Case 304-013, September 2003. (Revised February 2004.)
- Clubs
Tennis Club
- 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.
- 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.)