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Show Results For
-
All HBS Web
(815)
- News (235)
- Research (373)
- Multimedia (8)
- Faculty Publications (157)
- October 2016
- Case
Supercell
By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released...
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Keywords:
Supercell;
Finland;
Video Games;
Firm Structure;
Startups;
Games, Gaming, and Gambling;
Groups and Teams;
Video Game Industry;
Finland
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- November 1984
- Supplement
Banc One Corp. and the Home Information Revolution: A Conversation, Video
Rosenbloom, Richard S. "Banc One Corp. and the Home Information Revolution: A Conversation, Video." Harvard Business School Video Supplement 885-502, November 1984.
- 01 Sep 2023
- News
End Game
Illustration by James Steinberg In the 1960s and 1970s, as the environmental movement dawned in the United States, a new generation of activist-minded entrepreneurs appeared. Among them were companies like Body Shop, Aveda, Tom’s of Maine, and Whole Foods—all founded...
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- August 2015 (Revised May 2016)
- Case
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
In 2015, Riot Games, the maker of the top PC game League of Legends, considers its growth strategy as it moves into a new campus in Los Angeles.
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Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
- 07 Sep 2021
- News
Growing Home
Illustration by PJ Loughran Video Embed Music by Steven Collins. Edited by Steven Collins at Troubadour Image + Sound In August of 2015, Yoshito Hori (MBA 1991) returned to his hometown of Mito, Japan, for a reunion with his high school...
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Keywords:
Dan Morrell
- March 2002 (Revised May 2003)
- Case
Supply Chain Close-Up: The Video Vault
By: V.G. Narayanan and Lisa Brem
The owners of the Video Vault struggle to determine the optimal stocking levels of home videos in an industry fraught with new technology, new pricing paradigms, and stiff competitive pressure from large national chains. Teaching Purpose: To demonstrate the role of...
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Keywords:
Supply Chain Management;
Competition;
Motivation and Incentives;
Price;
Technological Innovation;
Service Delivery;
Entertainment and Recreation Industry
Narayanan, V.G., and Lisa Brem. "Supply Chain Close-Up: The Video Vault." Harvard Business School Case 102-070, March 2002. (Revised May 2003.)
- Article
Entry into Platform-based Markets
By: Feng Zhu and Marco Iansiti
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of...
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Keywords:
Platform-based Markets;
Winnter-take-all;
First-mover Advantage;
Indirect Network Effects;
Video Game Industry;
Quality;
Network Effects;
Market Entry and Exit;
Digital Platforms;
Motion Pictures and Video Industry
Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
- 05 Dec 2023
- Research & Ideas
Are Virtual Tours Still Worth It in Real Estate? Evidence from 75,000 Home Sales
virtual tours benefit sellers less than previous studies indicate, suggests research by Isamar Troncoso, an assistant professor of business administration at Harvard Business School. She studied more than 75,000 home sales to evaluate the...
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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.
- 01 Sep 2023
- News
Case Study: The Home Team
home repairs he was having to undertake. Then president of a 115-year-old independent Catholic school for boys, Kennealey had managed construction projects and budgeted for aging buildings’ capital expenses like boilers and HVAC systems;...
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- 01 Mar 2018
- News
More Than a Game
part of the TV show Undercover Boss ; in his first year as SeaWolves owner, he served as a color commentator for the home radio broad casts and sometimes helped the grounds crew pull the tarp on the field. Another is focusing on just a...
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Keywords:
Dan Morrell
- February 2002 (Revised May 2002)
- Background Note
That's a Wrap: The Dynamics of the Video Rental Industry
By: V.G. Narayanan and Lisa Brem
The history, current dynamics, and future trends of the $10 billion home video rental industry provides a platform to discuss revenue-sharing contracts between suppliers of home videocassettes and retailers.
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Keywords:
Contracts;
Motivation and Incentives;
Supply Chain Management;
Revenue;
Financial Strategy;
Motion Pictures and Video Industry
Narayanan, V.G., and Lisa Brem. "That's a Wrap: The Dynamics of the Video Rental Industry." Harvard Business School Background Note 102-051, February 2002. (Revised May 2002.)
- 04 Sep 2019
- News
Putting the Game Within Reach
you listen to the fans, you’ll wind up sitting with them. But what if a generation of fans has been brought up to game plan like coaches and build rosters like general managers, with skills honed by playing View Details
- 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.
- 01 Dec 2023
- News
Research Brief: Staying in the Game
Illustration by Peter Hoey In Monopoly, declaring bankruptcy has a very permanent consequence. Game over; you lose. In the paper “Life After Death: A Field Experiment with Small Businesses on Information Frictions, Stigma, and...
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- March 2021
- Case
Astralis Group: Determining a Brand Strategy
By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for...
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Keywords:
Brand Strategy;
Esports;
Video Games;
Corporate Scope;
Positioning;
Ecosystem;
Brands and Branding;
Strategy;
Business Ventures;
Business Startups;
Entrepreneurship;
Ethics;
Sports;
Competitive Strategy;
Value Creation;
Diversification;
Games, Gaming, and Gambling;
Sports Industry;
Entertainment and Recreation Industry;
Denmark;
Europe
Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
- August 3, 2022
- Article
Why NFT Creators Are Going cc0
Strategies for building brands, communities, and content through intellectual property (IP) vary greatly across NFT projects. Some maintain more or less standard IP protections; others give just NFT owners rights to innovate upon the associated intellectual property;...
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Keywords:
Non-fungible Tokens;
NFTs;
Video Games;
Merchandising;
Creative Commons;
Intellectual Property
Flashrekt, and Scott Duke Kominers. "Why NFT Creators Are Going cc0." a16zcrypto.com (August 3, 2022).
- 26 Mar 2020
- Blog Post
Make Work from Home Work For You (And Your Team)
Work from home is not a new concept, but it is one you are hearing more about this month due to COVID-19 and precautions companies are taking to prevent the spread of illness. While remote work is the norm for some, it is uncharted...
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Keywords:
All Industries
- August 2014
- Case
Opening the Valve: From Software to Hardware (A)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee...
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Keywords:
Valve;
Self-Managed Organizations;
Organization Design;
Strategy;
Flat Organization;
Video Games;
Organization Alignment;
Family Business;
Steam;
Steam Machine;
Design;
Games, Gaming, and Gambling;
Human Resources;
Collaborative Innovation and Invention;
Technological Innovation;
Leadership Style;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Organizational Culture;
Organizational Change and Adaptation;
Groups and Teams;
Alignment;
Software;
Hardware;
Video Game Industry;
Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.