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Show Results For
- All HBS Web
(1,948)
- People (4)
- News (560)
- Research (1,079)
- Events (9)
- Multimedia (22)
- Faculty Publications (636)
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- 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
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.
- 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
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.)
- 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
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (I): The Sony PlayStation." Harvard Business School Case 701-099, June 2001.
- 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
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (D): The Nintendo Super NES." Harvard Business School Case 701-094, 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
- 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
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
- June 1975
- Article
The Information Revealed in Infinitely Repeated Games of Incomplete Information
By: Elon Kohlberg
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
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.
- March 1980
- Article
Values for Games Without Sidepayments: Some Difficulties with Current Concepts
By: A. E. Roth
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
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.
- 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
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- May 1982
- Article
Risk Aversion and Nash's Solution for Bargaining Games with Risky Outcomes
By: A. E. Roth and U. Rothblum
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
- 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
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.
- 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
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
Hammond, Janice H., and Aldo Sesia. "Caesars Entertainment." Harvard Business School Case 615-031, October 2014. (Revised August 2018.)
- August 2015 (Revised May 2016)
- Case
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
In 2015, Riot Games, the maker of the top PC game League of Legends, considers its growth strategy as it moves into a new campus in Los Angeles. View Details
Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Case 416-016, August 2015. (Revised May 2016.)
- 1982
- Article
A Note on the Maximum Value of Two Person, Zero-Sum Games
By: A. E. Roth
Keywords: Value
Roth, A. E. "A Note on the Maximum Value of Two Person, Zero-Sum Games." Naval Research Logistics Quarterly 29 (1982): 521–527.