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- All HBS Web (175)
- Faculty Publications (112)
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- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
WhatsApp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
Social Networking;
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;
Communication;
Communication Technology;
Forms of Communication;
Interactive Communication;
Interpersonal Communication;
Talent and Talent Management;
Crime and Corruption;
Voting;
Demographics;
Entertainment;
Games, Gaming, and Gambling;
Moral Sensibility;
Values and Beliefs;
Initial Public Offering;
Profit;
Revenue;
Geography;
Geographic Location;
Global Range;
Local Range;
Country;
Cross-Cultural and Cross-Border Issues;
Globalized Firms and Management;
Globalized Markets and Industries;
Governing Rules, Regulations, and Reforms;
Government and Politics;
International Relations;
National Security;
Political Elections;
Business History;
Recruitment;
Selection and Staffing;
Information Management;
Information Publishing;
News;
Newspapers;
Innovation and Management;
Innovation Strategy;
Technological Innovation;
Knowledge Dissemination;
Human Capital;
Law;
Leadership Development;
Leadership Style;
Leading Change;
Business or Company Management;
Crisis Management;
Goals and Objectives;
Growth and Development Strategy;
Growth Management;
Management Practices and Processes;
Management Style;
Management Systems;
Management Teams;
Managerial Roles;
Marketing Channels;
Social Marketing;
Network Effects;
Market Entry and Exit;
Digital Platforms;
Marketplace Matching;
Industry Growth;
Industry Structures;
Monopoly;
Media;
Product Development;
Service Delivery;
Corporate Social Responsibility and Impact;
Mission and Purpose;
Organizational Change and Adaptation;
Organizational Culture;
Organizational Structure;
Public Ownership;
Problems and Challenges;
Business and Community Relations;
Business and Government Relations;
Groups and Teams;
Networks;
Rank and Position;
Opportunities;
Behavior;
Emotions;
Identity;
Power and Influence;
Prejudice and Bias;
Reputation;
Social and Collaborative Networks;
Status and Position;
Trust;
Society;
Civil Society or Community;
Culture;
Public Opinion;
Social Issues;
Societal Protocols;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Customization and Personalization;
Diversification;
Expansion;
Horizontal Integration;
Segmentation;
Information Technology;
Internet and the Web;
Mobile and Wireless Technology;
Applications and Software;
Information Infrastructure;
Valuation;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
United States;
California;
Sunnyvale;
Russia
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
- 2008
- Working Paper
Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls
By: Guillaume R. Frechette, Alvin E. Roth and M. Utku Unver
Many markets have "unraveled" and experienced inefficient, early, dispersed transactions, and subsequently developed institutions to delay transaction timing. However, it has previously proved difficult to measure and identify the resulting efficiency gains. Prior to...
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Keywords:
Games, Gaming, and Gambling;
Television Entertainment;
Market Timing;
Market Transactions;
Marketplace Matching;
Sports Industry
Frechette, Guillaume R., Alvin E. Roth, and M. Utku Unver. "Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls." Harvard Business School Working Paper, No. 09-010, July 2008.
- 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;
Entertainment and Recreation 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.)
- January 2020
- Case
Ninja: Which Platform Wins Esports' Biggest Star?
By: Anita Elberse and Michal T. Leszczynski
It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...
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Keywords:
Esports;
Platforms;
Superstar;
Games, Gaming, and Gambling;
Internet and the Web;
Personal Development and Career;
Decision Making;
Digital Platforms;
Video Game Industry;
Technology Industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- Summer 2013
- Response
How Caesars Entertainment Is Betting on Sustainability: Response
One of the largest gaming companies in the world expanded its sustainability efforts using a scorecard to guide and goad managers. This response assesses Caesars Entertainment's CodeGreen scorecard, advocates a more comprehensive environmental assessment to target...
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Keywords:
Games, Gaming, and Gambling;
Entertainment;
Energy;
Energy Conservation;
Buildings and Facilities;
Goals and Objectives;
Corporate Social Responsibility and Impact;
Performance Evaluation;
Entertainment and Recreation Industry
Toffel, Michael W. "How Caesars Entertainment Is Betting on Sustainability: Response." MIT Sloan Management Review 54, no. 4 (Summer 2013): 72–73.
- September 1998
- Article
Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria
By: Ido Erev and A. E. Roth
Erev, Ido, and A. E. Roth. "Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria." American Economic Review 88, no. 4 (September 1998): 848–881.
- January 2008 (Revised March 2008)
- Case
Glass Egg Digital Media
Glass Egg is an outsource games development firm in Vietnam. They are able to offer brand-name publishers-Microsoft EA, Atari-significant cost savings in the development of art assets for their video games. However, the firm's management find themselves at a point at...
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Keywords:
Games, Gaming, and Gambling;
Growth and Development Strategy;
Marketing Strategy;
Demand and Consumers;
Product Development;
Organizational Structure;
Entertainment and Recreation Industry
Godes, David B. "Glass Egg Digital Media." Harvard Business School Case 508-066, January 2008. (Revised March 2008.)
- 1988
- Chapter
The Expected Utility of Playing a Game
By: A. E. Roth
Roth, A. E. "The Expected Utility of Playing a Game." In The Shapley Value: Essays in Honor of Lloyd S. Shapley, edited by A. E. Roth, 51–70. Cambridge University Press, 1988.
- January 2009 (Revised March 2009)
- Case
A Chinese Start-up's Midlife Crisis: 99Sushe.com
By: William C. Kirby, F. Warren McFarlan and Tracy Manty
Now into their third year at the helm of an Internet start-up in China, Ken Pao and Bill Li were managing a totally different company (with a new name) from the one they first founded in 2006. Having changed their business model from a social networking site to an...
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Keywords:
Business Growth and Maturation;
Business Model;
Games, Gaming, and Gambling;
Entrepreneurship;
Venture Capital;
Investment Funds;
Organizational Change and Adaptation;
Entertainment and Recreation Industry;
China
Kirby, William C., F. Warren McFarlan, and Tracy Manty. "A Chinese Start-up's Midlife Crisis: 99Sushe.com." Harvard Business School Case 309-060, January 2009. (Revised March 2009.)
- 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.)
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,...
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Keywords:
Corporate Strategy;
Digital Platforms;
Network Effects;
Policy;
Customer Focus and Relationships;
Games, Gaming, and Gambling;
Revenue;
Segmentation;
Sales;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- October 2009
- Case
Digital Chocolate
By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard...
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Keywords:
Games, Gaming, and Gambling;
Innovation and Management;
Leading Change;
Product Development;
Groups and Teams;
Creativity;
Telecommunications Industry;
Video Game Industry
Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
- 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;
Entertainment and Recreation Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- November 2006
- Background Note
Technical Game Theory Note #1: Solving Bi-matrix Games
By: Dennis A. Yao
Explains how to solve bi-matrix games and introduces the Nash Equilibrium concept.
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- January 2005 (Revised August 2006)
- Case
Lean Forward Media
By: Teresa M. Amabile and Victoria Winston
Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in...
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Keywords:
Decision Choices and Conditions;
Early Childhood Education;
Games, Gaming, and Gambling;
Entrepreneurship;
Venture Capital;
Management Practices and Processes;
Risk Management;
Partners and Partnerships;
Opportunities;
Creativity
Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the...
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Keywords:
Games, Gaming, and Gambling;
Product Development;
Customer Satisfaction;
Projects;
Business or Company Management;
Product Launch;
Marketing Strategy;
Decision Choices and Conditions;
Industry Structures;
Innovation Strategy;
Entertainment and Recreation Industry;
United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
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 (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- February 2011 (Revised August 2012)
- Teaching Note
Emotiv Systems Inc.: It's the Thoughts that Count (TN)
By: Elie Ofek and Natalie Kindred
Teaching Note for 510050.
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- June 2011
- Teaching Note
Curt Schilling's Next Pitch (TN)
By: Noam Wasserman
Teaching Note for 810053.
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- November 2017
- Teaching Note
Reinventing Best Buy
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-455.
On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales....
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Keywords:
Best Buy;
Hubert Joly;
Renew Blue;
Showrooming;
Webrooming;
E-commerce;
E-Commerce Strategy;
Online Retail;
Multichannel Retailing;
Omnichannel;
Marketplaces;
Turnaround;
Consumer Electronics;
Consumer Electronics Accessories;
Appliances;
Stores-within-stores;
Store Experience;
Store Size;
Store Pickup;
Store Management;
Delivery;
Delivery Models;
Amazon;
Amazon.com;
Pricing Strategy;
Business Subsidiaries;
Business Units;
Business Growth and Maturation;
Business Model;
For-Profit Firms;
Customer Focus and Relationships;
Customer Satisfaction;
Entertainment;
Film Entertainment;
Games, Gaming, and Gambling;
Music Entertainment;
Television Entertainment;
Theater Entertainment;
Price;
Profit;
Revenue;
Geographic Scope;
Multinational Firms and Management;
Business History;
Cost;
Selection and Staffing;
Reports;
Technological Innovation;
Job Cuts and Outsourcing;
Human Capital;
Leading Change;
Business or Company Management;
Goals and Objectives;
Growth and Development;
Growth and Development Strategy;
Management Teams;
Brands and Branding;
Product Marketing;
Consumer Behavior;
Demand and Consumers;
Media;
Distribution;
Order Taking and Fulfillment;
Distribution Channels;
Infrastructure;
Product;
Service Delivery;
Service Operations;
Organizational Change and Adaptation;
Public Ownership;
Problems and Challenges;
Programs;
Groups and Teams;
Sales;
Salesforce Management;
Strategy;
Adaptation;
Business Strategy;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Expansion;
Technology;
Hardware;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Web;
Web Sites;
Wireless Technology;
Resource Allocation;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
United States;
Minnesota;
Minneapolis;
Saint Paul;
St. Paul