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Show Results For
-
All HBS Web
(1,802)
- People (4)
- News (531)
- Research (1,054)
- Events (6)
- Multimedia (19)
- Faculty Publications (608)
- February 2010 (Revised March 2013)
- Case
Zynga (A)
By: Mikolaj Jan Piskorski and David Chen
In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard...
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Keywords:
Customer Focus and Relationships;
Decision Choices and Conditions;
Growth and Development Strategy;
Distribution Channels;
Product Development;
Organizational Change and Adaptation;
Corporate Strategy;
Video Game Industry
Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
- 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;
Video Game Industry;
Video Game Industry
Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
- August 2002 (Revised August 2003)
- Case
Electronic Arts Introduces The Sims Online
By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two...
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Keywords:
Fair Value Accounting;
Decision Making;
Price;
Product Launch;
Market Entry and Exit;
Internet;
Entertainment and Recreation Industry
Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
- 06 Aug 2019
- Cold Call Podcast
Super Bowl Ads Sell Products, but Do They Sell Brands?
road. He goes on to say, "When there's no man around, Goodyear should be." It probably shouldn't be surprising that advertisers took a chauvinistic tone for spots appearing on a game that was expected to be watched mostly by...
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- October 2010 (Revised May 2011)
- Case
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,...
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Keywords:
Mergers and Acquisitions;
Business Model;
Leadership Style;
Marketing;
Competitive Strategy;
Entertainment and Recreation Industry
Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
- March 2024
- Simulation
'Storrowed'
By: Mitchell Weiss
The game was built to accompany "Storrowed": A Generative AI Exercise, available through Harvard Business Publishing. The game adds a timing element to "Storrowed" and enables the teacher to reward teams for strong prompts or penalize teams for believing AI...
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Keywords:
AI and Machine Learning
- 12 Mar 2006
- Research & Ideas
New Research Explores Multi-Sided Markets
Xbox, make their profits from game developers through royalties and incur losses on the sale of consoles to users by pricing them below cost. The key reason is that two-sided platforms must solve a chicken-and-egg problem. For example,...
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- November 2012 (Revised June 2013)
- Case
GREE, Inc.
By: Andrei Hagiu and Masahiro Kotosaka
In 2012, GREE was one of the world's most profitable mobile social gaming companies. Its success in Japan was due both to its in-house games and to the development platform that it offered to third-party game developers. Its biggest challenge was to replicate the...
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Hagiu, Andrei, and Masahiro Kotosaka. "GREE, Inc." Harvard Business School Case 713-447, November 2012. (Revised June 2013.)
- 07 Apr 2022
- Blog Post
Product Management at HBS: Roll Up Your Sleeves and Learn by Doing
manager in the video game industry. For me, it's the perfect combination of an empathetic understanding of the gaming customer, a medium to enable the strength of others, and a way to foster my love for...
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- April 2008
- Background Note
Broadband and Video Games: Playing and Winning Together
By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented.
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Keywords:
Games, Gaming, and Gambling;
Innovation and Invention;
Relationships;
Information Infrastructure;
Applications and Software;
Mobile and Wireless Technology;
Entertainment and Recreation Industry;
Technology Industry
Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
- 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.)
- 01 May 2008
- Research & Ideas
The Marketing Challenges of the China Olympics
Editor's Note: Harvard Business School professor John Quelch writes a blog on marketing issues, called Marketing Know: How, for Harvard Business Online. It is reprinted on HBS Working Knowledge.Normally, the Olympic Games are a positive...
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- 2010
- Article
Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics
By: Feng Zhu and Michael Zhang
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 games...
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Keywords:
Internet Marketing;
Online Consumer Reviews;
Word Of Mouth;
Long Tail;
Internet and the Web;
Marketing Reference Programs;
Digital Marketing;
Video Game Industry
Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
- Fall 2011
- Article
Leveraging Tribal Sovereignty for Economic Opportunity: A Strategic Negotiations Perspective
By: Gavin Clarkson and James K. Sebenius
Indian tribes and U.S. states often find themselves at the bargaining table, often negotiating "compacts" to govern gaming operations on tribal lands. The operational success of the Pequot gaming operation in Connecticut, Foxwoods, and the substantial revenue shared...
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Keywords:
Strategy;
Ethnicity;
Negotiation Tactics;
Race;
Social Issues;
Relationships;
Government and Politics;
Economics;
United States
Clarkson, Gavin, and James K. Sebenius. "Leveraging Tribal Sovereignty for Economic Opportunity: A Strategic Negotiations Perspective." Missouri Law Review 76, no. 4 (Fall 2011): 1045–1112.
- 30 Aug 2021
- News
Kominers’s Conundrums: A Heist Leads to a Virtual Adventure
- Profile
Luc Sirois
vision is Hacking Heath, a Montreal-based social collaborative that hosts weekend brainstorming sessions, or “hackathons,” to spur innovation in the industry and, ultimately, save lives. “The end game is to transform health care with more...
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- November 2018
- Case
Sportradar (A): From Data to Storytelling
By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on...
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Keywords:
Sports Data;
Data;
Sport;
Sportradar;
Football;
Soccer;
Gambling;
Betting;
Betting Markets;
Statistics;
Odds;
Live Data;
Bookmakers;
Betradar;
Visualization;
Integrity;
Monitoring;
Gaming;
Streaming;
2013;
St.Gallen;
Algorithm;
Mathematical Modeling;
Carsten Koerl;
Betandwin;
Bwin;
Wagering;
Probability;
Sports;
Analytics and Data Science;
Mathematical Methods;
Games, Gaming, and Gambling;
Transition;
Strategy;
Media;
Sports Industry;
Technology Industry;
Information Technology Industry;
Media and Broadcasting Industry;
Europe;
Switzerland;
Asia;
Austria;
Germany;
England
Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
- 10 May 2018
- News
'Candy Crush' Was a Blockbuster; Can King Digital Capitalize?
- Apr 16 2018
- Testimonial
Fine-tuning the Soft Skills of Leadership
- 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.)