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  • All HBS Web  (1,958)
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Show Results For

  • All HBS Web  (1,958)
    • People  (4)
    • News  (572)
    • Research  (1,084)
    • Events  (10)
    • Multimedia  (24)
  • Faculty Publications  (634)
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  • Article

Leadership Tips for Today to Stay in the Game Tomorrow: The Ambidextrous Leader

By: Michael Tushman
This article summarizes research by the author into why some organizations fail in the face of "punctuated change," while others are reborn, adapt and survive. The key, he finds, involves embracing paradox. Continuing to exploit current business success is a must, but... View Details
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Tushman, Michael. "Leadership Tips for Today to Stay in the Game Tomorrow: The Ambidextrous Leader." IESE Insight, no. 23 (Fourth Quarter 2014): 31–38.
  • October 2003
  • Article

Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games

By: David J. Cooper, Nick Feltovich, Alvin E. Roth and Rami Zwick
Keywords: Strategy; Behavior; Games, Gaming, and Gambling
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Cooper, David J., Nick Feltovich, Alvin E. Roth, and Rami Zwick. "Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games." Experimental Economics 6, no. 2 (October 2003): 181–207.
  • July 2002
  • Article

The Economist As Engineer: Game Theory, Experimental Economics and Computation As Tools of Design Economics

By: Alvin E Roth
Keywords: Game Theory; Economics; Mathematical Methods; Design
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Roth, Alvin E. "The Economist As Engineer: Game Theory, Experimental Economics and Computation As Tools of Design Economics." Econometrica 70, no. 4 (July 2002): 1341–1378.
  • October 2011 (Revised February 2012)
  • Case

One Game to Rule Them All: Lord of the Rings Online and the MMO Market

Keywords: Competition; Strategy; Business Model; Games, Gaming, and Gambling; Video Game Industry
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Halaburda, Hanna, William Collis, Rob McKeon, and Ivan Nausieda. "One Game to Rule Them All: Lord of the Rings Online and the MMO Market." Harvard Business School Case 712-434, October 2011. (Revised February 2012.)
  • 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
Keywords: Games, Gaming, and Gambling; Forecasting and Prediction; Learning; Strategy
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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.
  • August 1977
  • Article

The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game

By: J. K. Murnighan and A. E. Roth
Keywords: Communication; Information; Games, Gaming, and Gambling
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Murnighan, J. K., and A. E. Roth. "The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game." Management Science 23, no. 12 (August 1977): 1336–1348.
  • 1980
  • Article

The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game

By: J. K. Murnighan and A. E. Roth
Keywords: Groups and Teams; Negotiation; Games, Gaming, and Gambling; Communication
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Murnighan, J. K., and A. E. Roth. "The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game." Journal of Personality and Social Psychology 39 (1980): 92–103.
  • Article

Learning and Equilibrium as Useful Approximations: Accuracy of Prediction on Randomly Selected Constant Sum Games

By: Ido Erev, Alvin E. Roth, R. Slonim and Greg Barron
Keywords: Learning; Forecasting and Prediction; Outcome or Result
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Erev, Ido, Alvin E. Roth, R. Slonim, and Greg Barron. "Learning and Equilibrium as Useful Approximations: Accuracy of Prediction on Randomly Selected Constant Sum Games." Special Issue on Behavioral Game Theory. Economic Theory 33, no. 1 (October 2007): 29–51.
  • 2006
  • Working Paper

Learning and Equilibrium As Useful Approximations: Accuracy of Prediction on Randomly Selected Constant Sum Games

By: Ido Erev, Alvin E. Roth, Robert L. Slonim and Greg Barron
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Erev, Ido, Alvin E. Roth, Robert L. Slonim, and Greg Barron. "Learning and Equilibrium As Useful Approximations: Accuracy of Prediction on Randomly Selected Constant Sum Games." Harvard Business School Working Paper, No. 07-004, July 2006.
  • 2014
  • Working Paper

The State of Small Business Lending: Credit Access During the Recovery and How Technology May Change the Game

By: Karen G. Mills and Brayden McCarthy
Small businesses are core to America's economic competitiveness. Not only do they employ half of the nation's private sector workforce—about 120 million people—but since 1995 they have created approximately two-thirds of the net new jobs in our country. Yet in recent... View Details
Keywords: Small Business; Financing and Loans; United States
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Mills, Karen G., and Brayden McCarthy. "The State of Small Business Lending: Credit Access During the Recovery and How Technology May Change the Game." Harvard Business School Working Paper, No. 15-004, July 2014.
  • November 2017
  • Teaching Note

Tencent

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426. Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Asia; China; Canton (province, China)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 2017.
  • October 2017
  • Case

NetDragon

By: William R. Kerr and Alexis Brownell
Keywords: NetDragon; China; E-learning; Fuzhou; Gaming; Education; Entrepreneurship; Internet; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; China
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Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 2017.
  • Teaching Interest

Economics

Instructor, Harvard Kennedy School of Government, MPA Mid-Career Summer Program View Details
Keywords: Economics; Game Theory; Quantitative Analysis
  • December 1984
  • Article

The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory

By: A. E. Roth
Keywords: Labor; Markets; Theory; Games, Gaming, and Gambling
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Roth, A. E. "The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory." Journal of Political Economy 92, no. 6 (December 1984): 991–1016.
  • Research Summary

The State of Small Business Lending: Credit Access During the Recovery and How Technology May Change the Game

Small businesses are core to America's economic competitiveness. Not only do they employ half of the nation’s private sector workforce—about 120 million people—but since 1995 they have created approximately two-thirds of the net new jobs in our country. Yet in... View Details

  • 2020
  • Working Paper

Reverse Information Sharing: Reducing Costs in Supply Chains with Yield Uncertainty

By: Pavithra Harsha, Ashish Jagmohan, Retsef Levi, Elisabeth Paulson and Georgia Perakis
Supply uncertainty in produce supply chains presents major challenges to retailers. Supply shortages create frequent disruptions in terms of promised delivery times, quantity and quality delivered. To alleviate these challenges, dual sourcing--a strategy in which... View Details
Keywords: Information Sharing; Yield Uncertainty; Ration Gaming; Blockchain; Supply Chain; Risk and Uncertainty
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Harsha, Pavithra, Ashish Jagmohan, Retsef Levi, Elisabeth Paulson, and Georgia Perakis. "Reverse Information Sharing: Reducing Costs in Supply Chains with Yield Uncertainty." MIT Sloan Research Paper, No. 6172-20, October 2020.
  • December 2016
  • Article

The Effects of Endowment Size and Strategy Method on Third Party Punishment

By: Jillian J. Jordan, Katherine McAuliffe and David G. Rand
Numerous experiments have shown that people often engage in third-party punishment (3PP) of selfish behavior. This evidence has been used to argue that people respond to selfishness with anger, and get utility from punishing those who mistreat others. Elements of the... View Details
Keywords: Third-party Punishment; Norm-enforcement; Strategy Method; Economic Games; Cooperation; Emotions; Fairness
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Jordan, Jillian J., Katherine McAuliffe, and David G. Rand. "The Effects of Endowment Size and Strategy Method on Third Party Punishment." Experimental Economics 19, no. 4 (December 2016): 741–763.
  • March 2021
  • Case

Astralis Group: Determining a Brand Strategy

By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for... View Details
Keywords: Brand Strategy; Esports; Video Games; Corporate Scope; Positioning; Ecosystem; Brands and Branding; Strategy; Business Ventures; Business Startups; Entrepreneurship; Ethics; Sports; Competitive Strategy; Value Creation; Diversification; Games, Gaming, and Gambling; Sports Industry; Entertainment and Recreation Industry; Denmark; Europe
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Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
  • 14 Aug 2014
  • Working Paper Summaries

The State of Small Business Lending: Credit Access During the Recovery and How Technology May Change the Game

Keywords: by Karen Mills & Brayden McCarthy; Banking; Financial Services
  • May 2021
  • Article

Is No News (Perceived as) Bad News? An Experimental Investigation of Information Disclosure

By: Ginger Zhe Jin, Michael Luca and Daniel Martin
This paper uses laboratory experiments to directly test a central prediction of disclosure theory: that strategic forces can lead those who possess private information to voluntarily provide it. In a simple sender-receiver game, we find that senders disclose favorable... View Details
Keywords: Communication Games; Disclosure; Unraveling; Experiments; Information; Product; Quality; Communication; Consumer Behavior
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Jin, Ginger Zhe, Michael Luca, and Daniel Martin. "Is No News (Perceived as) Bad News? An Experimental Investigation of Information Disclosure." American Economic Journal: Microeconomics 13, no. 2 (May 2021): 141–173.
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