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- News (89)
- Research (215)
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- Faculty Publications (135)
Show Results For
-
All HBS Web
(352)
- News (89)
- Research (215)
- Multimedia (2)
- Faculty Publications (135)
- November 2017
- Teaching Note
Facebook Fake News in the Post-Truth World
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 717-473.
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networking;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
WhatsApp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
Gaming;
Gaming Industry;
Computer Games;
Mobile Gaming;
Messaging;
Monetization Strategy;
Advertising;
Digital Marketing;
Business Ventures;
Acquisition;
Mergers and Acquisitions;
Business Growth and Maturation;
Business Headquarters;
Business Organization;
For-Profit Firms;
Trends;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
United States;
California;
Sunnyvale;
Russia
- 26 Mar 2024
- Research & Ideas
How Humans Outshine AI in Adapting to Change
that required increasingly more flexible self-orienting. Like a simplified version of a four-player scenario of the classic video game Mario Kart, each game included four...
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- 01 Oct 2012
- Research & Ideas
Better by the Bundle?
research that culminated in their paper The Dynamic Effects of Bundling as a Product Strategy. Kumar and Derdenger studied the handheld video game market between 2001 and 2005, specifically Nintendo's View Details
Keywords:
by Dina Gerdeman
- 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...
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Keywords:
Entrepreneurship;
Information Technology;
Growth and Development Strategy;
Organizational Structure;
Acquisition;
Decision Choices and Conditions;
Video Game Industry;
Europe;
Sweden
Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)
- 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.)
- 2004
- Case
Hasbro Interactive
By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically....
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Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
- September 2022
- Case
The Pokémon Company: Evolving into an Everlasting Brand
By: Tomomichi Amano and Masaki Nomura
Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that...
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Keywords:
Advertising;
Brands and Branding;
Marketing Strategy;
Consumer Behavior;
Growth and Development Strategy;
Video Game Industry;
Japan
Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022.
- 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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- January 2009 (Revised January 2010)
- Case
Responding to the Wii?
By: Andrei Hagiu and Hanna Halaburda
After years of gaming console industry leadership, how should Sony respond to the overwhelming success of competitor Nintendo's user-friendly Wii over Sony's high-tech PlayStation 3? It was August 2008 and Kazuo Hirai, chief executive of Sony Computer Entertainment...
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Keywords:
Games, Gaming, and Gambling;
Two-Sided Platforms;
Industry Structures;
Competitive Strategy;
Video Game Industry;
Video Game Industry
Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii?" Harvard Business School Case 709-448, January 2009. (Revised January 2010.)
- 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.
- 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.
- 01 Oct 2012
- News
Better by the Bundle?
- 10 May 2018
- News
'Candy Crush' Was a Blockbuster; Can King Digital Capitalize?
- 14 Apr 2020
- News
Fortnite Was a Blockbuster for Epic Games, What’s the Encore?
- 29 Nov 2022
- Cold Call Podcast
How Will Gamers and Investors Respond to Microsoft’s Acquisition of Activision Blizzard?
- January 2016
- Teaching Note
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead...
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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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- 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...
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Keywords:
Brands and Branding;
Marketing Strategy;
Diversification;
Expansion;
Video Game Industry;
Finland
Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
- 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.
- 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;
Entertainment and Recreation Industry;
United States
Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)