Filter Results:
(1,854)
Show Results For
- All HBS Web
(1,854)
- People (4)
- News (570)
- Research (1,090)
- Events (10)
- Multimedia (24)
- Faculty Publications (631)
Show Results For
- All HBS Web
(1,854)
- People (4)
- News (570)
- Research (1,090)
- Events (10)
- Multimedia (24)
- Faculty Publications (631)
- 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.
- 06 Nov 2017
- News
How banks can beat digital lenders at their own game
- 02 May 2016
- News
Why People Don’t Vote—and How a Good Ground Game Helps
- 21 Jan 2022
- Video
Up Your Game on Zoom: A Lunch & Learn Webinar
- 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.
- 12 May 2011
- News
Anette Mikes, Harvard: Moving From Bean Counter to Game Changer
- 28 Jul 2009
- News
Idea to split Coyotes home games draws criticism from observers
- 26 Jun 2021
- News
Activision Shows the Case for Changing the CEO Pay Game
- 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.
- 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.
- 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.
- 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.
- 15 Jan 2025
- News
Dr. Max Bazerman, Author of Negotiation: The Game Has Changed
- 25 Jan 2017
- News
How a Harvard Pickup Game Led to the GE-Celtics Marketing Deal
- 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
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
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.
- 21 Oct 2019
- News
Fortnite Creator Epic Games Is Now a Harvard B-School Case Study
- 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.