Filter Results
:
(753)
Show Results For
-
All HBS Web
(753)
- People (2)
- News (174)
- Research (480)
- Events (1)
- Multimedia (2)
- Faculty Publications (258)
Show Results For
-
All HBS Web
(753)
- People (2)
- News (174)
- Research (480)
- Events (1)
- Multimedia (2)
- Faculty Publications (258)
Page 1 of
753
Results
→
- October 2019 (Revised October 2019)
- Case
Epic Games
By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive...
View Details
Keywords:
Industry Analysis;
Video Games;
Platforms;
Comparative Advantage;
Growth Strategy;
Innovation Focused Strategy;
Pricing Strategy;
Strategy;
Competition;
Growth and Development Strategy;
Innovation Strategy;
Games, Gaming, and Gambling;
Digital Platforms;
Technology Industry
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- 2023
- Working Paper
Personalized Game Design for Improved User Retention and Monetization in Freemium Games
By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing
digital games is setting the level of difficulty, which essentially regulates the user’s ability to
progress within the game. This aspect is particularly significant in...
View Details
Keywords:
Freemium;
Retention/churn;
Field Experiment;
Field Experiments;
Gaming;
Gaming Industry;
Mobile App;
Mobile App Industry;
Monetization;
Monetization Strategy;
Games, Gaming, and Gambling;
Mobile and Wireless Technology;
Customers;
Retention;
Product Design;
Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
- February 2000 (Revised June 2001)
- Case
Note on Home Video Game Technology and Industry Structure
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. This case provides general information about the industry, allowing for subsequent cases in the series to focus on competitive...
View Details
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure." Harvard Business School Case 700-107, February 2000. (Revised June 2001.)
- February 2004 (Revised November 2004)
- Case
Note on Home Video Game Technology and Industry Structure (Abridged)
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry.
View Details
Keywords:
Technology;
Competitive Advantage;
Competitive Strategy;
Supply and Industry;
Video Game Industry
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
- 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 in tabletop and video View Details
- April 2014
- Article
The Cost of High-Powered Incentives: Employee Gaming in Enterprise Software Sales
By: Ian Larkin
This paper investigates the pricing distortions that arise from the use of a common non-linear incentive scheme at a leading enterprise software vendor. The empirical results demonstrate that salespeople are adept at gaming the timing of deal closure to take advantage...
View Details
Keywords:
Incentives;
Motivation;
Compensation;
Gaming;
Sales Force Management;
Motivation and Incentives;
Salesforce Management;
Software;
Compensation and Benefits;
Information Technology Industry
Larkin, Ian. "The Cost of High-Powered Incentives: Employee Gaming in Enterprise Software Sales." Journal of Labor Economics 32, no. 2 (April 2014): 199–227.
- February 2007 (Revised August 2007)
- Case
Urban Video Game Academy: Getting in the Game
By: Lynda M. Applegate and Susan Saltrick
Urban Video Game Academy was founded to enhance the academic and career prospects of urban youth. How will its founder grow it into a sustainable business? Provides an opportunity to discuss the challenges of social entrepreneurship and how to create a sustainable...
View Details
Keywords:
Social Entrepreneurship;
Business Model;
Social Enterprise;
Change Management;
Education;
Education Industry;
Education Industry
Applegate, Lynda M., and Susan Saltrick. "Urban Video Game Academy: Getting in the Game." Harvard Business School Case 807-122, February 2007. (Revised August 2007.)
- November 2006
- Background Note
Technical Game Theory Note #6: Multiple-Round Games and Reputations
By: Dennis A. Yao
Provides a game theory-based interpretation of reputations and reputation building.
View Details
- 01 Mar 2024
- News
Game On
ball, set to the pop-pop-popping soundtrack of the game, it makes for a snappy scene on a Tuesday afternoon. Pickleball, if you haven’t heard, is the fastest growing sport in the United States, with 48 million people—an astounding 19 percent of the population—getting...
View Details
- June 2001
- Case
Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming
Describes the launch of the innovative home video game company, 3DO, which had developed a groundbreaking system featuring 32-bit processing and CD-ROM software. Examines the competitive dynamics in the home video game industry from 1970 into the new millennium.
View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (E): The Rise of 3DO and 32-bit Gaming." Harvard Business School Case 701-095, June 2001.
- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization.
View Details
Keywords:
Targeting;
Retention/churn;
Freemium;
Monetization;
Customer Relationship Management;
Games, Gaming, and Gambling;
Mobile and Wireless Technology;
Growth and Development Strategy;
Marketing;
Customers;
Marketing Strategy;
Retention;
Acquisition;
Entertainment and Recreation Industry;
Japan
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- 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,...
View Details
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.)
- Program
Changing the Game
HBS case method. Review Our Campus Health & Safety Protocols Admissions Criteria and Process When considering applications for this program, the Admissions Committee seeks a balance of organization and industry representation, as well as...
View Details
- 01 Sep 2010
- News
Head Games
The football season is about to begin, a familiar signal that summer is over. The game is a huge money-maker on one level and a powerful societal binding agent at another — think Friday Night Lights. But increasing revelations about brain...
View Details
- 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...
View Details
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.)
- October 2014 (Revised August 2018)
- Case
Caesars Entertainment
By: Janice H. Hammond and Aldo Sesia
This case describes the introduction of a regression analysis model for forecasting guest arrivals to Caesars Palace hotel in Las Vegas, Nevada. The company will use the forecast to staff the front desk in the hotel. The staff is unionized and the company has little...
View Details
Keywords:
Forecasting;
Staffing;
Gaming;
Gaming Industry;
Hotel Industry;
Decision Making;
Forecasting and Prediction;
Human Resources;
Selection and Staffing;
Entertainment;
Games, Gaming, and Gambling;
Operations;
Service Delivery;
Service Operations;
Accommodations Industry;
Accommodations Industry;
Accommodations Industry;
Accommodations Industry;
Las Vegas
Hammond, Janice H., and Aldo Sesia. "Caesars Entertainment." Harvard Business School Case 615-031, October 2014. (Revised August 2018.)
- November 2023
- Case
Axie Infinity: Video Game Meets Blockchain
By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's...
View Details
Keywords:
Blockchain;
Business Model;
Games, Gaming, and Gambling;
Currency;
Innovation and Management;
Business Strategy;
Video Game Industry
Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
- February 2001 (Revised June 2001)
- Case
Competitive Dynamics in Home Video Games (B): Nintendo Power
Tells the story of Nintendo's revival of the home video game industry in the mid-1980s and its dominance of the market in the late 1980s and early 1990s. Strategic issues addressed include the creation of value by sparking dormant demand and the capture of value...
View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (B): Nintendo Power." Harvard Business School Case 701-092, February 2001. (Revised June 2001.)
- November 2018 (Revised April 2019)
- Case
Nike: Changing the Sneakers Game
By: Anita Elberse, Bryce Aiken and Howard Johnson
“Our goal is to be the kind of start-up that would terrify Nike—if Nike didn’t already own us.” Ron Faris, general manager of S23NYC, a Manhattan-based digital studio owned by sports apparel giant Nike, is on the phone with Adam Sussman, Nike’s chief digital officer....
View Details
Keywords:
Digital Technology;
Apparel;
Fashion;
Superstar;
Innovation;
General Management;
Mobile and Wireless Technology;
Strategy;
Marketing Strategy;
Innovation and Invention;
Management;
Sports;
Entertainment;
Digital Strategy;
Apparel and Accessories Industry
Elberse, Anita, Bryce Aiken, and Howard Johnson. "Nike: Changing the Sneakers Game." Harvard Business School Case 519-039, November 2018. (Revised April 2019.)