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- Faculty Publications (151)
- December 2004
- Case
Hasbro Games -- POX (B)
By: David B. Godes and Elie Ofek
Keywords:
Video Game Industry
Godes, David B., and Elie Ofek. "Hasbro Games -- POX (B)." Harvard Business School Case 505-047, December 2004.
- August 2004 (Revised March 2005)
- Teaching Note
Flextronics: Deciding on a Shop-Floor System for Producing the Microsoft Xbox (TN)
By: Jeffrey T. Polzer, Hillary Anger Elfenbein and Jenny Illes
Teaching Note to (9-403-090).
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- 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.)
- 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.)
- 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.)
- December 2003
- Case
Fox Bids for the NFL-1993
By: Bharat N. Anand and Catherine M. Conneely
The Fox television network, launched in 1987 by Rupert Murdoch's News Corp. was in a precarious position in 1993. Although it had met its business plan targets, its ratings in the recently concluded November "sweeps" were indifferent, several of its newly launched...
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Keywords:
Valuation;
Competitive Strategy;
Financial Reporting;
Bids and Bidding;
Revenue;
Television Entertainment;
Media and Broadcasting Industry
Anand, Bharat N., and Catherine M. Conneely. "Fox Bids for the NFL-1993." Harvard Business School Case 704-443, December 2003.
- September 2003 (Revised March 2004)
- Case
Bharti Tele-Ventures
By: Tarun Khanna, Krishna G. Palepu and Ingrid Vargas
Following the liberalization of India's telecommunications service industry in the early 1990s, Bharti Tele-Ventures grew from a small entrepreneurial telephone equipment importer and manufacturer to become India's largest private-sector telecommunications service...
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Keywords:
Private Sector;
Growth and Development;
Customers;
Foreign Direct Investment;
Mergers and Acquisitions;
Competition;
Public Ownership;
Profit;
Partners and Partnerships;
Rank and Position;
Telecommunications Industry;
India
Khanna, Tarun, Krishna G. Palepu, and Ingrid Vargas. "Bharti Tele-Ventures." Harvard Business School Case 704-426, September 2003. (Revised March 2004.)
- September 2003 (Revised September 2004)
- Case
Hearthside Homes
By: Jason R. Barro, Brian J. Hall and Aaron Zimmerman
Investigates the "controllability problem" inherent in bonus systems. Ideally, an incentive system accurately measures performance in areas that the individual can control. But most measures are either too broad, including factors outside the influence of the employee,...
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- July 2003 (Revised October 2003)
- Case
Ottawa Voyageurs, The
By: Thomas J. DeLong, Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody and David Ager
Manuel Tertuliano, head coach of a professional soccer club, must make some difficult decisions about the compensation of six of his players. Specifically, he must decide how to allocate $850,000 among these six players in a way that will benefit his team, which has...
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Keywords:
Decision Choices and Conditions;
Compensation and Benefits;
Performance;
Motivation and Incentives;
Sports;
Groups and Teams;
Sports Industry;
Sports Industry;
Canada
DeLong, Thomas J., Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody, and David Ager. "Ottawa Voyageurs, The." Harvard Business School Case 404-023, July 2003. (Revised October 2003.)
- January 2003 (Revised March 2004)
- Case
Silverado (A)
By: Jan W. Rivkin and Charles J. Woodard
Silverado has raised $50 million and launched its first product: an Internet-based trivia game with innovative software. In a highly uncertain environment, the young management team must decide whether to continue developing the product and whether to branch out into...
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Keywords:
Risk and Uncertainty;
Technological Innovation;
Strategic Planning;
Internet and the Web;
Decision Choices and Conditions;
Product Launch;
Business Strategy;
Entertainment and Recreation Industry
Rivkin, Jan W., and Charles J. Woodard. "Silverado (A)." Harvard Business School Case 703-441, January 2003. (Revised March 2004.)
- 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.)
- June 2002
- Case
Vans: Skating on Air
By: Youngme E. Moon and David Kiron
Vans is best known for selling footwear and apparel to skateboarders, surfers, and other alternative sports athletes. In April 2002, Gary Schoenfeld, the CEO, is facing a number of challenges. With respect to footwear, he must decide what to do about two product lines...
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Keywords:
Brands and Branding;
Product Launch;
Demand and Consumers;
Product Development;
Value Creation;
Apparel and Accessories Industry;
Apparel and Accessories Industry;
California
Moon, Youngme E., and David Kiron. "Vans: Skating on Air." Harvard Business School Case 502-077, June 2002.
- June 2002 (Revised September 2002)
- Case
Pokemon: Gotta Catch 'Em All (Abridged)
By: Youngme E. Moon
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that...
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Keywords:
Brands and Branding;
Age;
Business or Company Management;
Marketing Strategy;
Product Launch;
Cross-Cultural and Cross-Border Issues;
Copyright;
Video Game Industry;
Video Game Industry;
Japan;
Asia;
United States
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- August 2001 (Revised September 2002)
- Case
Sony PlayStation2 (A)
By: Rohit Deshpande and Seth Schulman
In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain...
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Keywords:
Games, Gaming, and Gambling;
Globalization;
Marketing Strategy;
Product Launch;
Risk and Uncertainty;
Competitive Strategy;
Information Technology;
Computer Industry;
Computer Industry;
United States
Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
- 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.
- April 1999 (Revised August 2004)
- Case
Tarnished Rings? Olympic Games Sponsorship Issues
By: John A. Clendenin and Stephen A. Greyser
Focuses on the impacts for Olympic sponsor companies of the bribery allegations related to the Salt Lake City Olympic Committee's successful bid for the 2002 Winter Games. The spread of the scandal to the International Olympic Committee board members and the recent...
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Keywords:
Crime and Corruption;
Crisis Management;
Marketing Channels;
Consumer Behavior;
Value Creation;
Sports Industry
Clendenin, John A., and Stephen A. Greyser. "Tarnished Rings? Olympic Games Sponsorship Issues." Harvard Business School Case 599-107, April 1999. (Revised August 2004.)
- February 1999 (Revised November 2009)
- Case
Michael Brown: Negotiating Slots at Foxwoods (A)
The issues of the impending negotiation between the CEO of Foxwoods and the governor of Connecticut over lifting the ban on slot machines at Foxwoods are presented. Reviews the gaming business in the United States, the special history of Indian gaming, the Pequot...
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Keywords:
Financial Crisis;
Games, Gaming, and Gambling;
Policy;
Negotiation Deal;
Business and Government Relations;
Entertainment and Recreation Industry;
Connecticut
Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (A)." Harvard Business School Case 899-234, February 1999. (Revised November 2009.)
- February 1999 (Revised August 1999)
- Case
Michael Brown: Negotiating Slots at Foxwoods (B)
The approach taken by Michael Brown and Governor Lowell Weicker and the means by which the agreement's sustainability was enhanced in the face of attacks by other gaming operators are detailed.
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Keywords:
Games, Gaming, and Gambling;
Agreements and Arrangements;
Government and Politics;
Entertainment and Recreation Industry;
Connecticut
Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (B)." Harvard Business School Case 899-235, February 1999. (Revised August 1999.)
- April 1996 (Revised March 1997)
- Case
Jason Bosworth
By: William J. Poorvu and John H. Vogel Jr.
Jason Bosworth is a real estate investor who wants to purchase apartments for a $300 million limited partnership in which he is the general partner. This case is part of a negotiation game simulation that includes Sunshine Villas, Silver Lane Apartments, and Major...
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Keywords:
Financing and Loans;
Property;
Negotiation Tactics;
Partners and Partnerships;
Management;
Real Estate Industry
Poorvu, William J., and John H. Vogel Jr. "Jason Bosworth." Harvard Business School Case 396-328, April 1996. (Revised March 1997.)
- April 1996 (Revised August 2005)
- Case
Jedi Bank
By: William J. Poorvu and John H. Vogel Jr.
Major Insurance Co. is a $15 billion insurance company that is an active, multi-family mortgage leader. This case is part of a negotiation game simulation that also includes Sunshine Villas, Silver Lane Apartments, and Jason Bosworth.
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Keywords:
Mortgages;
Interest Rates;
Financing and Loans;
Property;
Negotiation Tactics;
Management;
Real Estate Industry;
Real Estate Industry
Poorvu, William J., and John H. Vogel Jr. "Jedi Bank." Harvard Business School Case 396-327, April 1996. (Revised August 2005.)