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  • 2012
  • Working Paper

Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior

Substantial research with adult populations has found that selfish impulses are less likely to be pursued when decisions are publicly observable. To the best of our knowledge, however, this behavioral regularity has not been systematically explored as potential... View Details
Keywords: Research; Age Characteristics; Behavior; Decisions; Games, Gaming, and Gambling; Announcements; Situation or Environment
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Houser, Daniel, Natalia Montinari, and Marco Piovesan. "Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior." Harvard Business School Working Paper, No. 12-073, February 2012.
  • 11 Jun 2001
  • Research & Ideas

E-Commerce Unplugged

behavior. Good examples of such companies are leaders in the consumer packaged-goods industry such as Coca-Cola, PepsiCo, Procter & Gamble and Kraft Foods—or retail organizations such as Wal-Mart and Best Buy. Consider the following... View Details
Keywords: by Nitin Nohria & Marty Leestma
  • June 2024 (Revised September 2024)
  • Case

Major League Baseball: Changing the Rules of America's Pastime

By: Stephen A. Greyser, Mac Levin and Brent Schwarz
This case describes the efforts of Major League Baseball (MLB) to make meaningful changes in the rules affecting the ways the game is played. These changes are intended to speed the pace of the game and make it more appealing to younger fans. The principal changes... View Details
Keywords: Change Management; Age; Games, Gaming, and Gambling; Leading Change; Organizational Change and Adaptation; Demand and Consumers; Sports Industry
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Greyser, Stephen A., Mac Levin, and Brent Schwarz. "Major League Baseball: Changing the Rules of America's Pastime." Harvard Business School Case 924-307, June 2024. (Revised September 2024.)
  • 08 Mar 2011
  • First Look

First Look: March 8

the company's revenues, high gaming revenue still raised some questions. Between now and when Ben-Gacem had first submitted a bid of 60 million for Moneybookers back in November 2006, the U.S. Congress had enacted the Unlawful Internet View Details
Keywords: Sean Silverthorne
  • 30 Oct 2007
  • First Look

First Look: October 30, 2007

Harvard Business School Case 707-519 In response to a huge crisis in 2000, the new CEO of Procter & Gamble has to decide whether to continue with an unusual organizational design or to revert to the old matrix organization. Describes... View Details
Keywords: Sean Silverthorne
  • 17 Sep 2001
  • Research & Ideas

Why E-commerce Didn’t Die With the Fall of Webvan

consumers. Webvan was perhaps unrealistically imagined to be such a channel. The difference between Dell and Proctor & Gamble is that Dell can supply all your computing needs, but Proctor & Gamble... View Details
Keywords: by Martha Lagace; Consumer Products; Retail
  • November 2024
  • Case

AlphaGo (A): Birth of a New Intelligence

By: Shikhar Ghosh and Shweta Bagai
This case, the first of a three-part series, traces DeepMind's evolution from its 2010 founding through its acquisition by Google in 2014. Often referred to as the "Apollo project" of artificial intelligence, DeepMind used games as a testing ground to develop AI... View Details
Keywords: AI and Machine Learning; Technology Adoption; Games, Gaming, and Gambling; Technological Innovation; Creativity; Technology Industry; South Korea; China; United States
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Ghosh, Shikhar, and Shweta Bagai. "AlphaGo (A): Birth of a New Intelligence." Harvard Business School Case 825-073, November 2024.
  • June 2024 (Revised March 2025)
  • Case

Wemade: (Re)Establishing Trust in Blockchain Games (A)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This case explores the fundamental challenges and accounting issues arising from the integration of blockchain technology into traditional business models. It features Wemade, a South Korean online gaming company that has staked its future on blockchain-based games.... View Details
Keywords: Blockchain; Cryptocurrency; Video Games; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Technology Adoption; Accounting Industry; Information Technology Industry; Video Game Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (A)." Harvard Business School Case 124-025, June 2024. (Revised March 2025.)
  • 05 Aug 2002
  • What Do You Think?

Is Platform Leadership Old Hat or the Wave of the Future?

In one recent case, Procter & Gamble purchased a company producing a low-cost, mass-produced disposable electric rotary toothbrush to be marketed under its famous Crest brand umbrella. As it turns out, its founders developed the... View Details
Keywords: by James Heskett
  • 20 Aug 2013
  • First Look

First Look: August 20

Purchase this case: http://hbr.org/search/413126-PDF-ENG Harvard Business School Case 403-127 Procter & Gamble On July 12, 2012, Bill Ackman's Pershing Square Capital Management announced publicly that it had purchased about $2... View Details
Keywords: Anna Secino
  • 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
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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.
  • September 2024 (Revised March 2025)
  • Supplement

Wemade: (Re)Establishing Trust in Blockchain Games (B)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
Keywords: Blockchain; Cryptocurrency; Crypto Economy; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Financial Markets; Governance; Accounting Industry; Video Game Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (B)." Harvard Business School Supplement 125-018, September 2024. (Revised March 2025.)
  • 25 Apr 2019
  • Research & Ideas

Incubators Take Notice: Your Entrepreneurs Are Networking with the Wrong People

Companies and government leaders have long tried to recreate the kind of Silicon Valley innovation magic that made Facebook and Google such goldmines. Cities from Cincinnati to Saskatoon have launched startup labs. Companies including Nationwide Insurance, Walt Disney,... View Details
Keywords: by Danielle Kost
  • 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
  • January 2011 (Revised November 2014)
  • Case

Mochi Media

By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and... View Details
Keywords: Business Model; Business Startups; Games, Gaming, and Gambling; Entrepreneurship; Growth and Development Strategy; Network Effects; Multi-Sided Platforms; Partners and Partnerships; Competition
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Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
  • April 2008
  • Background Note

Broadband and Video Games: Playing and Winning Together

By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Technology Industry
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Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
  • 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.)
  • February 2010 (Revised June 2014)
  • Supplement

CityCenter (C): Turmoil and Choices

By: John D. Macomber
"CityCenter (C)" follows the (A) and (B) cases chronologically. The (C) case explores the decisions facing MGM MIRAGE following a lawsuit by partner Dubai World and suspension of Dubai World's cash contributions to the project in early 2009. Issues include the... View Details
Keywords: Lawsuits and Litigation; Private Equity; Games, Gaming, and Gambling; Decisions; Partners and Partnerships; Conflict and Resolution; Entertainment and Recreation Industry; Nevada
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Macomber, John D. "CityCenter (C): Turmoil and Choices." Harvard Business School Supplement 210-066, February 2010. (Revised June 2014.)
  • November 2006
  • Background Note

Technical Game Theory Note #1: Solving Bi-matrix Games

By: Dennis A. Yao
Explains how to solve bi-matrix games and introduces the Nash Equilibrium concept. View Details
Keywords: Game Theory; Mathematical Methods; Learning; Balance and Stability; Planning; Strategic Planning; Performance Improvement; Strategy; Games, Gaming, and Gambling
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Yao, Dennis A. "Technical Game Theory Note #1: Solving Bi-matrix Games." Harvard Business School Background Note 707-476, November 2006.
  • 02 Oct 2013
  • What Do You Think?

Is Leadership an Increasingly Difficult Balancing Act?

McDonald of Procter & Gamble and the company's shift to more emphasis on digital media as an example, commented that "it is possible to allow experimentation trial and error without the CEO looking foolish because he or she does... View Details
Keywords: by James Heskett
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