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- March 2006 (Revised February 2007)
- Case
Massive Incorporated (A)
By: Joseph B. Lassiter III, Clark Gilbert and Victoria Winston
How do you go to market with a brand new product in a new industry? How does a business develop an opportunity and then adapt its strategy to ensure success? Who are the early adopters and how does a business work with them? Katherine Hays, chief operating office at...
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Keywords:
Emerging Markets;
Product Launch;
Digital Marketing;
Business Startups;
Advertising Industry
Lassiter, Joseph B., III, Clark Gilbert, and Victoria Winston. "Massive Incorporated (A)." Harvard Business School Case 806-126, March 2006. (Revised February 2007.)
- March 2005
- Background Note
Home Video Games: Generation Seven
By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch...
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Keywords:
Marketing Strategy;
Competitive Strategy;
Technological Innovation;
Information Infrastructure;
Applications and Software;
Entertainment and Recreation Industry;
Information Technology Industry
Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
- 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.)
- Jun 2004
- Conference Presentation
Marketing Sequels Of Creative Goods: The Case of Video Games
By: Anita Elberse and Marco Bertini
- 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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- 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.)
- 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.)
- 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.)
- 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.)
- 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.
- 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...
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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
- Teaching Interest
Strategy and Technology
By: Andy Wu
The Strategy and Technology elective course explores the unique aspects of creating effective strategies for technology-intensive businesses.
- What strategies win in markets with network effects?
- How can technology be... View Details
Keywords:
Innovation and Management;
Innovation Leadership;
Innovation Strategy;
Technological Innovation;
Patents;
Business Strategy;
Competitive Advantage;
Competitive Strategy;
Hardware;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Technology Adoption;
Technology Networks;
Technology Platform;
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