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  • September 2017 (Revised July 2018)
  • Technical Note

Virtual Reality and the Gaming Sector 2017

By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform. View Details
Keywords: Virtual Reality; Gaming; Strategy; Technological Innovation; Games, Gaming, and Gambling; Technology Platform
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Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
  • 20 Jul 2009
  • Research & Ideas

Markets or Communities? The Best Ways to Manage Outside Innovation

Gamble and IBM have learned to do this—others can learn as well. In a similar way there is concern about loss of secrecy. The reality in most industries is that most firms have a reasonably good idea about the core products, services, and... View Details
Keywords: by Sean Silverthorne; Technology
  • September 2010
  • Teaching Note

A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)

By: F. Warren McFarlan
Teaching Note for 309060. View Details
Keywords: Business Startups; Business or Company Management; Business Model; Internet and the Web; Games, Gaming, and Gambling; Partners and Partnerships; Competition; Social and Collaborative Networks; Video Game Industry; China
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McFarlan, F. Warren. "A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)." Harvard Business School Teaching Note 311-058, September 2010.
  • 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.
  • March 2006 (Revised September 2006)
  • Case

Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel

By: Dennis Campbell, Francisco de Asis Martinez-Jerez, Marc Epstein and Joshua Bellin
The MGM Grand Hotel in Las Vegas had detailed information on loyal gaming customers, but could its information systems also be tailored to nongaming customers? As the nongaming business sectors became increasingly profitable both at the MGM Grand and in Las Vegas... View Details
Keywords: Games, Gaming, and Gambling; Customer Relationship Management; Customer Value and Value Chain; Entertainment and Recreation Industry; Accommodations Industry; Nevada
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Campbell, Dennis, Francisco de Asis Martinez-Jerez, Marc Epstein, and Joshua Bellin. "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel." Harvard Business School Case 106-029, March 2006. (Revised September 2006.)
  • 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... View Details
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; Computer Industry
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Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
  • April 2016 (Revised February 2018)
  • Teaching Note

Riot Games: Can Culture Survive Growth?

By: Boris Groysberg and Michael Norris
This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
Keywords: Organizational Culture; Growth and Development Strategy; Games, Gaming, and Gambling; Video Game Industry
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Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Teaching Note 416-049, April 2016. (Revised February 2018.)
  • 1988
  • Chapter

The Expected Utility of Playing a Game

By: A. E. Roth
Keywords: Game Theory; Games, Gaming, and Gambling; Motivation and Incentives
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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.
  • 03 Apr 2019
  • Working Paper Summaries

Learning or Playing? The Effect of Gamified Training on Performance

Keywords: by Ryan W. Buell, Wei Cai, and Tatiana Sandino
  • 22 Apr 2002
  • Research & Ideas

Profits and Prophets: The Role of Values in Investment

restrictions over what they invest in, staying clear of alcohol and gambling companies, for example, and businesses that derive a significant portion of their income from interest. With such a constrained investment environment,... View Details
Keywords: by Sean Silverthorne
  • 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... View Details
Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
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Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
  • 05 Nov 2013
  • First Look

First Look: November 5

"last-place averse." Participants choose gambles with the potential to move them out of last place that they reject when randomly placed in other parts of the distribution. In modified-dictator games, participants randomly... View Details
Keywords: Sean Silverthorne
  • 17 Apr 2007
  • First Look

First Look: April 17, 2007

P&G Harvard Business School Case 706-435 In 2000, Procter & Gamble Co. introduced Crest Whitestrips, a new, revolutionary product that allowed consumers to whiten their teeth at home. With Whitestrips, P&G created an entire... View Details
Keywords: Martha Lagace
  • 06 Mar 2007
  • First Look

First Look: March 6, 2007

negotiations in the 1980s that led to a significant and growing partnership between Procter & Gamble (P&G) and Wal-Mart. From the perspective of Lou Pritchett, P&G's Vice President of Sales and Customer Development, the... View Details
Keywords: Martha Lagace
  • 2021
  • Working Paper

Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment

By: Patrick J. Ferguson and Karim R. Lakhani
Contests that are designed to be consumed for entertainment by non-contestants are a fixture of economic, cultural and political life. In this paper, we examine whether individuals prefer to consume contests that have more uncertain outcomes. We look to... View Details
Keywords: Contest Design; Information Preferences; Consumer Demand; Sports; Entertainment; Games, Gaming, and Gambling; Demand and Consumers; Outcome or Result
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Ferguson, Patrick J., and Karim R. Lakhani. "Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment." Harvard Business School Working Paper, No. 21-087, February 2021.
  • 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.
  • 13 Apr 2015
  • Research & Ideas

3 Ways Firms Can Profit From Environmental Investments

she says. "The scientists may be wrong, but do we want to gamble 100 percent that they're wrong? You don't have to be a believer, you just have to hedge your bets. That's good business practice." View Details
Keywords: by Carmen Nobel; Energy; Utilities
  • 26 Jan 2010
  • First Look

First Look: Jan. 26

under Risk Authors:Eyal Ert and Ido Erev Abstract Five studies are presented that explore the assertion that losses loom larger than gains. The first two studies reveal equal sensitivity to gains and losses. For example, half of the participants preferred the View Details
Keywords: Martha Lagace
  • 16 Aug 2016
  • First Look

August 16, 2016

U.S. market? Purchase this case: https://cb.hbsp.harvard.edu/cbmp/product/516117-PDF-ENG Harvard Business School Case 216-039 Supply Chain Finance at Procter & Gamble In April 2013, Procter & Gamble... View Details
Keywords: Sean Silverthorne
  • 10 Sep 2008
  • Research & Ideas

Long-Tail Economics? Give Me Blockbusters!

Blockbusters break sales records and exceed expectations. Around 100 pharmaceutical brands exceed $1 billion in annual sales. Procter & Gamble has 23 such brands. Speed. It's not just the sales volume; it's the speed of the sales... View Details
Keywords: by John Quelch; Entertainment & Recreation; Pharmaceutical
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