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(817)
- News (234)
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Show Results For
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All HBS Web
(817)
- News (234)
- Research (372)
- Multimedia (8)
- Faculty Publications (156)
- 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.
- April 1995 (Revised July 1995)
- Case
Power Play (B): Sega in 16-bit Video Games
Home video-game systems were pioneered by the U.S. company Atari in the mid-1970s. After going through boom and bust in the early 1980s, the industry was resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video-game system, Nintendo...
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Brandenburger, Adam M. "Power Play (B): Sega in 16-bit Video Games." Harvard Business School Case 795-103, April 1995. (Revised July 1995.)
- February 1995 (Revised July 1995)
- Case
Power Play (A): Nintendo in 8-bit Video Games
The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the...
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Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
- May 2008
- Teaching Note
Urban Video Game Academy: Getting in the Game (TN)
Teaching Note for [807122].
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- April 1995 (Revised July 1995)
- Case
Power Play (C): 3DO in 32-bit Video Games
The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about...
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Brandenburger, Adam M. "Power Play (C): 3DO in 32-bit Video Games." Harvard Business School Case 795-104, April 1995. (Revised July 1995.)
- May 2008
- Supplement
Hasbro Games -- POX (A) and (B), Supporting Video
By: Elie Ofek
The video contains advertisements and media related clips regarding the launch of Hasbro's POX handheld game.
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Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
- August 2021
- Supplement
The London 2012 Olympic Games Video Supplement
Gourville, John T. "The London 2012 Olympic Games Video Supplement." Harvard Business School Multimedia/Video Supplement 521-718, August 2021.
- 28 Jul 2009
- News
Idea to split Coyotes home games draws criticism from observers
- 10 Mar 2021
- News
Elevator Pitch: Game Time
Video Embed Animation by Drue Wagner and Troubadour Image + Sound Concept: Tilt Five is an entertainment system that uses augmented reality (AR) glasses, a game board, and a wand controller to engage players...
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- February 2004 (Revised November 2004)
- Case
Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo
Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest...
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Keywords:
Technology;
Value Creation;
Change Management;
Marketing Strategy;
Competitive Advantage;
Video Game Industry
Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
- 16 Jan 2014
- News
Even Sony's Playstation Now Can't Kill Retro Video Games
- 2007
- Other Unpublished Work
Effects of Inventory on Demand for Rentals in the Home Video Market
By: Ioannis Ioannou, Julie Mortimer and Richard Mortimer
Retailer inventory decisions can greatly influence observed demand for a product by affecting, among other things, product availability (stock-outs) and product visibility in the store. These inventory decisions are affected by numerous factors including vertical...
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- Jun 2004
- Conference Presentation
Marketing Sequels Of Creative Goods: The Case of Video Games
By: Anita Elberse and Marco Bertini
- April 1995 (Revised April 1995)
- Case
Home Shopping Network, Inc. (Abridged)
By: Timothy A. Luehrman
Home Shopping Network invented the video home shopping industry. It had immediate success in both the product and capital markets, which quickly drew imitators. This case describes the situation as of January 1986, when the company must decide how to sustain successes...
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Keywords:
Capital Markets;
Financing and Loans;
Supply and Industry;
Product;
Strategy;
Competition;
Valuation;
Telecommunications Industry
Luehrman, Timothy A. "Home Shopping Network, Inc. (Abridged)." Harvard Business School Case 295-135, April 1995. (Revised April 1995.)
- March 2008 (Revised April 2008)
- Case
Sony PlayStation 3: Game Over?
By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model...
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Keywords:
Business Model;
Games, Gaming, and Gambling;
Cost;
Revenue;
Product Launch;
Sales;
Competition;
Hardware;
Entertainment and Recreation Industry
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- 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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- 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.