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  • All HBS Web  (1,954)
    • People  (4)
    • News  (567)
    • Research  (1,082)
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    • Multimedia  (24)
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  • 1978
  • Chapter

Power and Position: The Utility of Playing a Simple Game

By: A. E. Roth
Keywords: Power and Influence; Status and Position; Game Theory; Games, Gaming, and Gambling
Citation
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Roth, A. E. "Power and Position: The Utility of Playing a Simple Game." In Game Theory and Political Science, edited by P. C. Ordeshook. New York: New York University Press, 1978.
  • 2021
  • Working Paper

MLS as a Sports Product—The Prominence of the World's Game in the U.S.

By: Stephen A. Greyser and Kenneth Cortsen
The purpose of this Working Paper is to analyze how soccer at the professional level in the U.S., with Major League Soccer as a focal point, has developed over the span of a quarter of a century. It is worthwhile to examine the growth of Major League Soccer (MLS) from... View Details
Keywords: Soccer; Major League Soccer; Sports; Growth and Development; Organizational Structure; Business Model; Sports Industry; United States
Citation
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Greyser, Stephen A., and Kenneth Cortsen. "MLS as a Sports Product—The Prominence of the World's Game in the U.S." Harvard Business School Working Paper, No. 21-111, March 2021. (Revised April 2021.)
  • March 1980
  • Article

Values for Games Without Sidepayments: Some Difficulties with Current Concepts

By: A. E. Roth
Keywords: Value; Money; Information
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Roth, A. E. "Values for Games Without Sidepayments: Some Difficulties with Current Concepts." Econometrica 48, no. 2 (March 1980): 457–465.
  • November 2003
  • Article

Bargaining under a Deadline: Evidence from the Reverse Ultimatum Game

By: Uri Gneezy, Ernan Haruvy and A. E. Roth
Keywords: Negotiation
Citation
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Gneezy, Uri, Ernan Haruvy, and A. E. Roth. "Bargaining under a Deadline: Evidence from the Reverse Ultimatum Game." Special Issue in Honor of Robert W. Rosenthal Games and Economic Behavior 45, no. 2 (November 2003): 347–368.
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (I): The Sony PlayStation

Describes Sony's entry into the home video-game market and its strategy for gaining market share. A rewritten version of an earlier case. View Details
Keywords: Competition; Market Entry and Exit; Video Game Industry
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
  • 02 May 2016
  • Research & Ideas

Why People Don’t Vote--and How a Good Ground Game Helps

Democracy has a dirty little secret. Despite the fever pitch over presidential primaries this year, the truth is there are few people actually voting. Before the most recent round of voting, only some 11 percent of eligible Democrats voted in the primaries, and the... View Details
Keywords: by Michael Blanding; Communications; Public Relations
  • Article

Color Blindness and Interracial Interaction: Playing the Political Correctness Game

By: Michael I. Norton, Samuel R. Sommers, Evan P. Apfelbaum, Natassia Pura and Dan Ariely
Citation
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Norton, Michael I., Samuel R. Sommers, Evan P. Apfelbaum, Natassia Pura, and Dan Ariely. "Color Blindness and Interracial Interaction: Playing the Political Correctness Game." Psychological Science 17, no. 11 (November 2006): 949–953.
  • Jun 2004
  • Conference Presentation

Marketing Sequels Of Creative Goods: The Case of Video Games

By: Anita Elberse and Marco Bertini
Citation
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Elberse, Anita, and Marco Bertini. "Marketing Sequels Of Creative Goods: The Case of Video Games." Paper presented at the INFORMS Marketing Science Conference, Rotterdam, June 2004.
  • June 1975
  • Article

The Information Revealed in Infinitely Repeated Games of Incomplete Information

By: Elon Kohlberg
Keywords: Games, Gaming, and Gambling; Information
Citation
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Kohlberg, Elon. "The Information Revealed in Infinitely Repeated Games of Incomplete Information." International Journal of Game Theory 4, no. 2 (June 1975): 57–59.
  • Article

Considerations of Fairness and Strategy: Experimental Data from Sequential Games

By: V. Prasnikar and A. E. Roth
Keywords: Fairness; Strategy; Analytics and Data Science; Games, Gaming, and Gambling
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Prasnikar, V., and A. E. Roth. "Considerations of Fairness and Strategy: Experimental Data from Sequential Games." Quarterly Journal of Economics 107, no. 3 (August 1992): 865–888.
  • 2021
  • Working Paper

Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences

By: Valerio Capraro, Jillian J. Jordan and Ben Tappin
A growing body of work suggests that people are sensitive to moral framing in economic games involving prosociality, suggesting that people hold moral preferences for doing the “right thing”. What gives rise to these preferences? Here, we evaluate the explanatory power... View Details
Keywords: Moral Preferences; Moral Frames; Observability; Trustworthiness; Trust Game; Trade-off Game; Moral Sensibility; Reputation; Behavior; Trust
Citation
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Capraro, Valerio, Jillian J. Jordan, and Ben Tappin. "Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences." Working Paper, January 2021.
  • December 2003 (Revised April 2004)
  • Case

Blockbuster Inc. & Technological Substitution (C): The Internet Changes the Game

Investigates how the rise of the Internet as a vehicle for renting and buying movies has disrupted the video rental industry and how market leader Blockbuster Inc. can and should respond to these developments. Explores how the emergence of e-commerce affects the degree... View Details
Keywords: Organizational Change and Adaptation; Risk and Uncertainty; Decisions; Technological Innovation; Competition; Change Management; Service Industry; Motion Pictures and Video Industry
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Coughlan, Peter J., and Jenny Illes. "Blockbuster Inc. & Technological Substitution (C): The Internet Changes the Game." Harvard Business School Case 704-462, December 2003. (Revised April 2004.)
  • 1976
  • Article

The Asymptotic Solution of a Recursion Equation Occurring in Stochastic Games

By: Truman F. Bewley and Elon Kohlberg
Keywords: Games, Gaming, and Gambling
Citation
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Bewley, Truman F., and Elon Kohlberg. "The Asymptotic Solution of a Recursion Equation Occurring in Stochastic Games." Mathematics of Operations Research, no. 1 (1976): 321 – 337.
  • May 1982
  • Article

Risk Aversion and Nash's Solution for Bargaining Games with Risky Outcomes

By: A. E. Roth and U. Rothblum
Keywords: Risk and Uncertainty; Negotiation; Outcome or Result
Citation
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Roth, A. E., and U. Rothblum. "Risk Aversion and Nash's Solution for Bargaining Games with Risky Outcomes." Econometrica 50, no. 3 (May 1982): 639–647.
  • 1996
  • Working Paper

Independence on Relative Probability Spaces and Consistent Assessments in Game Trees

By: Elon Kohlberg and Philip J. Reny
Citation
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Kohlberg, Elon, and Philip J. Reny. "Independence on Relative Probability Spaces and Consistent Assessments in Game Trees." Harvard Business School Working Paper, No. 96-072, June 1996.
  • August 1997
  • Article

Independence on Relative Probability Spaces and Consistent Assessments in Game Trees

By: Elon Kohlberg and Philip J. Reny
Keywords: Games, Gaming, and Gambling
Citation
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Kohlberg, Elon, and Philip J. Reny. "Independence on Relative Probability Spaces and Consistent Assessments in Game Trees." Journal of Economic Theory 75, no. 2 (August 1997): 280 – 313.
  • June 2001
  • Case

Competitive Dynamics in Home Video Games (D): The Nintendo Super NES

Sets the scene for Nintendo's launch of its Super NES console in Japan and in the United States and describes consumer reaction to the console versus that of its major competitor at the time, Sega. A rewritten version of an earlier case. View Details
Keywords: Competition; Video Game Industry; Japan; United States
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Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, June 2001.
  • February 2001 (Revised July 2001)
  • Case

Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn

Outlines the events leading up to the Sega's launch of its 32-bit console named Saturn. View Details
Keywords: Competitive Strategy; Product Launch; Video Game Industry
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Coughlan, Peter J., and Deborah Freier. "Competitive Dynamics in Home Video Games (G): Launching the Sega Saturn." Harvard Business School Case 701-097, February 2001. (Revised July 2001.)
  • 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; Travel Industry; Tourism Industry; Food and Beverage Industry; Las Vegas
Citation
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Hammond, Janice H., and Aldo Sesia. "Caesars Entertainment." Harvard Business School Case 615-031, October 2014. (Revised August 2018.)
  • October 2016
  • Case

Supercell

By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
Citation
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Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
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