Skip to Main Content
HBS Home
  • About
  • Academic Programs
  • Alumni
  • Faculty & Research
  • Baker Library
  • Giving
  • Harvard Business Review
  • Initiatives
  • News
  • Recruit
  • Map / Directions
Faculty & Research
  • Faculty
  • Research
  • Featured Topics
  • Academic Units
  • …→
  • Harvard Business School→
  • Faculty & Research→
  • Research
    • Research
    • Publications
    • Global Research Centers
    • Case Development
    • Initiatives & Projects
    • Research Services
    • Seminars & Conferences
    →
  • Publications→

Publications

Publications

Filter Results : (21) Arrow Down
Filter Results : (21) Arrow Down Arrow Up

Show Results For

  • All HBS Web  (159)
    • Faculty Publications  (21)

    Show Results For

    • All HBS Web  (159)
      • Faculty Publications  (21)

      Mobile Gaming Remove Mobile Gaming →

      Page 1 of 21 Results →

      Are you looking for?

      → Search All HBS Web
      • March 2022
      • Teaching Note

      Skillz: Esports and Skill-Based Mobile Gaming

      By: Andy Wu
      Teaching Note for HBS Case No. 721-358.  View Details
      Citation
      Purchase
      Related
      Wu, Andy. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Teaching Note 722-426, March 2022.
      • 2020
      • Working Paper

      The Twofold Effect of Customer Retention in Freemium Settings

      By: Eva Ascarza, Oded Netzer and Julian Runge
      The main tradeoff in designing freemium services is how much of the product to offer for free. At the heart of such a tradeoff is the balancing act of providing a valuable free product in order to acquire and engage consumers, while making the free product limited...  View Details
      Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile Technology; Customers; Retention; Product Design; Strategy
      Citation
      Read Now
      Related
      Ascarza, Eva, Oded Netzer, and Julian Runge. "The Twofold Effect of Customer Retention in Freemium Settings." Harvard Business School Working Paper, No. 21-062, November 2020.
      • October 2020 (Revised October 2020)
      • 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....  View Details
      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
      Citation
      Educators
      Purchase
      Related
      Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnight." Harvard Business School Case 721-395, October 2020. (Revised October 2020.)
      • August 2020 (Revised June 2021)
      • Case

      Skillz: Esports and Skill-Based Mobile Gaming

      By: Andy Wu, David B. Yoffie and George Gonzalez
      Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users...  View Details
      Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
      Citation
      Educators
      Purchase
      Related
      Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
      • December 2019 (Revised January 2022)
      • Supplement

      Othellonia: Growing a Mobile Game

      By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
      Citation
      Purchase
      Related
      Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School PowerPoint Supplement 520-056, December 2019. (Revised January 2022.)
      • December 2019 (Revised January 2022)
      • Supplement

      Othellonia: Growing a Mobile Game

      By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
      Citation
      Purchase
      Related
      Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Spreadsheet Supplement 520-710, December 2019. (Revised January 2022.)
      • November 2019 (Revised January 2022)
      • Teaching Note

      Othellonia: Growing a Mobile Game

      By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
      Teaching note for case 520-016  View Details
      Citation
      Purchase
      Related
      Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Teaching Note 520-041, November 2019. (Revised January 2022.)
      • September 2019 (Revised June 2020)
      • Case

      Othellonia: Growing a Mobile Game

      By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
      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.  View Details
      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
      Citation
      Educators
      Purchase
      Related
      Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
      • November 2018 (Revised April 2019)
      • Case

      Nike: Changing the Sneakers Game

      By: Anita Elberse, Bryce Aiken and Howard Johnson
      “Our goal is to be the kind of start-up that would terrify Nike—if Nike didn’t already own us.” Ron Faris, general manager of S23NYC, a Manhattan-based digital studio owned by sports apparel giant Nike, is on the phone with Adam Sussman, Nike’s chief digital officer....  View Details
      Keywords: Digital Technology; Apparel; Fashion; Superstar; Innovation; General Management; Mobile and Wireless Technology; Strategy; Marketing Strategy; Innovation and Invention; Management; Sports; Entertainment; Digital Strategy; Apparel and Accessories Industry
      Citation
      Educators
      Purchase
      Related
      Elberse, Anita, Bryce Aiken, and Howard Johnson. "Nike: Changing the Sneakers Game." Harvard Business School Case 519-039, November 2018. (Revised April 2019.)
      • 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,...  View Details
      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
      Citation
      Educators
      Purchase
      Related
      Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
      • January 2018
      • Supplement

      Peak Games: Hiring Priorities in Times of Rapid Growth (B)

      By: William R. Kerr and Gamze Yucaoglu
      On November 7, 2017, Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, had just closed the sale of Peak Games’ card games studio. This sale included three of the company’s top grossing games and half of its team. Sahin was happy...  View Details
      Keywords: Games; Gaming; Acquisitions; Exits; Private Sector; Decision; Games, Gaming, and Gambling; Emerging Markets; Acquisition; Entrepreneurship; For-Profit Firms; Business Model; Business Strategy; Competitive Advantage; Growth and Development Strategy; Decision Making; Value Creation; Leading Change; Management Teams; Technology Industry; Turkey
      Citation
      Purchase
      Related
      Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (B)." Harvard Business School Supplement 818-084, January 2018.
      • April 2017 (Revised May 2022)
      • Case

      King Digital Entertainment

      By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
      Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi...  View Details
      Keywords: Entrepreneurship; Information Technology; Growth and Development Strategy; Organizational Structure; Acquisition; Decision Choices and Conditions; Video Game Industry; Europe; Sweden
      Citation
      Educators
      Purchase
      Related
      Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
      • March 2015 (Revised September 2016)
      • Technical Note

      Baidu, Alibaba, and Tencent: The Three Kingdoms of the Chinese Internet

      By: Feng Zhu and Aaron Smith
      This note provides an overview of the Chinese Internet by describing its leading three companies: Baidu, Alibaba, and Tencent (BAT). While BAT had previously focused their respective businesses on distinct sectors of the online economy—Baidu for search, Alibaba for...  View Details
      Keywords: Competition; Internet; Information Technology Industry; China
      Citation
      Educators
      Purchase
      Related
      Zhu, Feng, and Aaron Smith. "Baidu, Alibaba, and Tencent: The Three Kingdoms of the Chinese Internet." Harvard Business School Technical Note 615-039, March 2015. (Revised September 2016.)
      • March 2013
      • Article

      For Mobile Devices, Think Apps, Not Ads

      By: Sunil Gupta
      Many companies envision mobile ads becoming an integral part of their communications strategies. But there's a growing consensus that ads don't work on mobile devices; consumers just don't like them. Instead of creating tiny banner ads, smart marketers will turn to...  View Details
      Keywords: Applications and Software; Advertising; Mobile and Wireless Technology; Innovation and Invention
      Citation
      Purchase
      Related
      Gupta, Sunil. "For Mobile Devices, Think Apps, Not Ads." Harvard Business Review 91, no. 3 (March 2013).
      • March 2012
      • Case

      Angry Birds

      By: Sunil Gupta and Dharmishta Rood
      Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile...  View Details
      Keywords: Brands and Branding; Marketing Strategy; Diversification; Expansion; Video Game Industry; Finland
      Citation
      Educators
      Related
      Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
      • 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...  View Details
      Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Video Game Industry; Video Game Industry
      Citation
      Educators
      Purchase
      Related
      Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
      • 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.  View Details
      Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Technology Industry
      Citation
      Educators
      Purchase
      Related
      Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
      • 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...  View Details
      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
      Citation
      Educators
      Purchase
      Related
      Khanna, Tarun, Krishna G. Palepu, and Ingrid Vargas. "Bharti Tele-Ventures." Harvard Business School Case 704-426, September 2003. (Revised March 2004.)
      • Teaching Interest

      Competing in the Age of Digital Platforms—Virtual (Executive Education)

      By: David B. Yoffie
      Summary

      Without exception, the most valuable companies in the world today are platforms. Microsoft, Apple, Amazon, Google, Facebook, and many other firms have built their fortunes by facilitating innovation across global ecosystems or...  View Details
      Keywords: Platforms; Technology; Strategy; Digital Business; Social Networks; Self-driving Cars; Mobile Gaming; Esports; Financial Services; Online Retail; Ride-sharing; Search; Auctions; United States; Asia; China; Europe
      • Research Summary

      Overview

      By: Andy Wu
      How can technology entrepreneurs build competitive advantage from the ground up? Professor Andy Wu conducts scholarly research and develops course materials that document how technology entrepreneurs can (1) organize for innovation to create new market opportunities...  View Details
      Keywords: Strategy; Entrepreneurship; Venture Capital; Growth Management; Organizational Design; Organizational Structure; Technology Platform; Technological Innovation; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; China; Southeast Asia; South Asia
      • 1
      • 2
      • →

      Are you looking for?

      → Search All HBS Web
      ǁ
      Campus Map
      Harvard Business School
      Soldiers Field
      Boston, MA 02163
      →Map & Directions
      →More Contact Information
      • Make a Gift
      • Site Map
      • Jobs
      • Harvard University
      • Trademarks
      • Policies
      • Accessibility
      • Digital Accessibility
      Copyright © President & Fellows of Harvard College