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- March 2024 (Revised March 2024)
- Case
Supercell: Clash of Plans, Restructuring the Mobile Game Development Company
By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce...
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- March 2024
- Case
Expanding the Bicester Collection to New York
By: Boris Vallee, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik and Arthur Segel
Secretariat, if anyone remembers, won the triple crown at the Belmont Race Track on Long Island, located at the nexus of La Guardia, JFK Airports, the Long Island Railroad and multiple major highways. Belmont Race Track is now being rebuilt along with an adjacent UBS...
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Vallee, Boris, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik, and Arthur Segel. "Expanding the Bicester Collection to New York." Harvard Business School Case 224-068, March 2024.
- March 2024
- Simulation
"Storrowed"
By: Mitchell Weiss
The game was built to accompany "Storrowed": A Generative AI Exercise, available through Harvard Business Publishing. The game adds a timing element to "Storrowed" and enables the teacher to reward teams for strong prompts or penalize teams for believing AI...
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Keywords:
AI and Machine Learning
- March 2024
- Teaching Note
'Storrowed': A Generative AI Exercise
By: Mitchell Weiss
Teaching Note for HBS Exercise No. 824-188. “Storrowed” is an exercise to help participants raise their proficiency with generative AI. It begins by highlighting a problem: trucks getting wedged underneath bridges in Boston, Massachusetts on the city’s Storrow Drive....
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- March 2024
- Exercise
'Storrowed': A Generative AI Exercise
By: Mitchell Weiss
"Storrowed" is an exercise to help participants raise their capacity and curiosity for generative AI. It focuses on generative AI for problem understanding and ideation, but can be adapted for use more broadly. Participants use generative AI tools to understand a...
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Keywords:
AI and Machine Learning
Weiss, Mitchell. "'Storrowed': A Generative AI Exercise." Harvard Business School Exercise 824-188, March 2024.
- March 2024
- Case
Ava DuVernay's Array: Disrupting the Hollywood Film Industry
By: Anita Elberse and Morgan Brewton-Johnson
In February 2023 acclaimed filmmaker Ava DuVernay is filming her latest movie, Origin, a daring adaptation of Isabel Wilkerson’s book Caste: The Origins of Our Discontents. With Origin, DuVernay is pioneering a method to finance the endeavor—through a combination of...
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Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 2024.
- January 2024
- Case
National Football League and Private 5G
By: Andy Wu, Grant Son and Shuoyo Chen
On September 9, 2021, the National Football League (NFL) designated Verizon as its official 5G partner in a 10-year deal, committed to enhance the experience for NFL teams, players, and fans in stadiums. NFL Commissioner Roger Goodell said, “Verizon will help us...
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Wu, Andy, Grant Son, and Shuoyo Chen. "National Football League and Private 5G." Harvard Business School Case 724-433, January 2024.
- November 2023
- Case
Team Liquid: Fueling the Business of Fandom
By: Youngme Moon and Kerry Herman
In 2023, the co-CEOs of Team Liquid, one of the world's most prominent Esports organizations, are deciding whether and how to evolve their business model to include (1) a greater focus on enterprise revenue; and (2) more direct-to-consumer activity. Team Liquid has one...
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Keywords:
Business Model;
Customer Focus and Relationships;
Games, Gaming, and Gambling;
Revenue;
Organizational Culture;
Business and Community Relations;
Video Game Industry
Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
- October 2023 (Revised March 2024)
- Case
Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game
By: Tsedal Neeley, Jeff Huizinga and Emily Grandjean
Ken Xie, cofounder of cybersecurity giant Fortinet, faced a critical decision that would validate his leadership. Fortinet became the industry’s second-largest pureplay cybersecurity firm by developing differentiated hardware and investing in R&D. However, after a...
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Keywords:
Leadership Development;
Leadership Style;
Marketing Strategy;
Information Technology Industry;
United States;
Sunnyvale
Neeley, Tsedal, Jeff Huizinga, and Emily Grandjean. "Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game." Harvard Business School Case 424-016, October 2023. (Revised March 2024.)
- September 2023
- Article
A Pull versus Push Framework for Reputation
Reputation is a powerful driver of human behavior. Reputation systems incentivize 'actors' to take reputation-enhancing actions, and 'evaluators' to reward actors with positive reputations by preferentially cooperating with them. This article proposes a reputation...
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Jordan, Jillian J. "A Pull versus Push Framework for Reputation." Trends in Cognitive Sciences 27, no. 9 (September 2023): 852–866.
- September 2023
- Article
Consuming Contests: The Effect of Outcome Uncertainty on Spectator Attendance in the Australian Football League
By: Patrick Ferguson and Karim R. Lakhani
Contests that non-contestants consume for entertainment are a fixture of economic, cultural and political life. We exploit injury-induced changes to teams' line-ups in a professional sports setting to examine whether individuals prefer to consume contests that have...
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Ferguson, Patrick, and Karim R. Lakhani. "Consuming Contests: The Effect of Outcome Uncertainty on Spectator Attendance in the Australian Football League." Economic Record 99, no. 326 (September 2023): 410–435.
- 2023
- Working Paper
LALIGA—From a Soccer Competition Organizer to a Global Player in the Sports and Entertainment Industry
By: Stephen A. Greyser, Kenneth Cortsen and Juan Fuentes Fernández
LALIGA, the first- and second-tier professional soccer league (known as “football” outside of the U.S. and Canada) in Spain, enters its 100th soccer season later this decade. The most popular game in the world (Giulianotti, 2012) has gone through many changes since...
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Keywords:
Soccer;
"Sports Organizations,;
Business History;
Strategy;
Brands and Branding;
Technology Adoption;
Sports Industry
Greyser, Stephen A., Kenneth Cortsen, and Juan Fuentes Fernández. "LALIGA—From a Soccer Competition Organizer to a Global Player in the Sports and Entertainment Industry." Harvard Business School Working Paper, No. 24-009, August 2023.
- June 2023
- Supplement
Clash of Two Giants Simulation Exercise
By: Feng Zhu and Marco Iansiti
Many markets are organized around platforms that connect consumers with complementary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A...
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- June 2023
- Exercise
Clash of Two Giants Simulation Exercise Instructions
By: Feng Zhu and Marco Iansiti
Many markets are organized around platforms that connect consumers with complimentary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A...
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Keywords:
Platform Strategies;
Technology Platform;
Customer Acquisition;
Network Effects;
Digital Platforms;
Marketplace Matching;
Strategy
Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise Instructions." Harvard Business School Exercise 623-092, June 2023.
- June 2023 (Revised August 2023)
- Teaching Note
Clash of Two Giants Simulation Exercise Teaching Note
By: Feng Zhu
Teaching Note for HBS Case No. 623-092. Many markets are organized around platforms that connect consumers with complimentary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need...
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- April 2023 (Revised April 2024)
- Teaching Note
Netflix’s Culture: Binge or Cringe?
By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
Teaching Note for HBS Case No. 522-096.
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Keywords:
Compensation and Benefits;
Employees;
Recruitment;
Resignation and Termination;
Retention;
Selection and Staffing;
Innovation and Management;
Innovation Strategy;
Leadership Style;
Business or Company Management;
Management Style;
Media;
Business Processes;
Organizational Culture;
Organizational Structure;
Performance Expectations;
Performance Productivity;
Creativity;
Business Strategy;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
North America;
California;
Canada;
Europe;
Middle East;
Africa;
Asia;
Latin America
- March 2023 (Revised June 2023)
- Case
Metaverse Wars
By: Andy Wu, David B. Yoffie and Matt Higgins
In 2023, the term metaverse — a combination of “meta” and “universe” — had become a catch-all for a diverse set of expectations about online virtual worlds and the future of the internet. To some, the metaverse conjured images of a massive participatory videogame...
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Keywords:
Metaverse;
Technology;
Virtual Reality;
Facebook;
Social Media;
Technological Innovation;
Internet and the Web;
Technology Adoption
Wu, Andy, David B. Yoffie, and Matt Higgins. "Metaverse Wars." Harvard Business School Case 723-431, March 2023. (Revised June 2023.)
- 2023
- Working Paper
A Welfare Analysis of Gambling in Video Games
By: Tomomichi Amano and Andrey Simonov
In 2020, gamers worldwide spent more than $15 billion on loot boxes, a lottery of virtual items built into video games. Loot boxes are contentious, as regulators worry that they constitute gambling. In contrast, video game companies maintain that loot boxes are...
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Keywords:
Consumer Behavior;
Policy;
Games, Gaming, and Gambling;
Product Design;
Video Game Industry
Amano, Tomomichi, and Andrey Simonov. "A Welfare Analysis of Gambling in Video Games." Harvard Business School Working Paper, No. 23-052, February 2023.