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Show Results For
- All HBS Web
(1,857)
- People (4)
- News (560)
- Research (1,087)
- Events (9)
- Multimedia (22)
- Faculty Publications (636)
- Article
Third-Party Punishment as a Costly Signal of High Continuation Probabilities in Repeated Games
By: Jillian J. Jordan and David G. Rand
Why do individuals pay costs to punish selfish behavior, even as third-party observers? A large body of research suggests that reputation plays an important role in motivating such third-party punishment (TPP). Here we focus on a recently proposed reputation-based... View Details
Jordan, Jillian J., and David G. Rand. "Third-Party Punishment as a Costly Signal of High Continuation Probabilities in Repeated Games." Journal of Theoretical Biology 421 (May 21, 2017): 189–202.
- Research Summary
Why Do Consumers Contribute to Connected Goods? A Dynamic Game of Competition and Cooperation in Social Networks
Social network platforms and media rely on the voluntary contributions of individual users to stay relevant. Consumers (users) contribute content such as photographs, videos, tweets etc.: these are available to any of their friends or peers, but not... View Details
- June 2001
- Case
Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn
Provides a follow-up to the situation leading up to Sega's launch of Saturn. A rewritten version of an earlier case. View Details
Coughlan, Peter J. "Competitive Dynamics in Home Video Games (H): The Demise of the Sega Saturn." Harvard Business School Case 701-098, June 2001.
- November 2007
- Teaching Note
Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (TN) (A) & (B)
By: Christopher Marquis and Alison Comings
- 2010
- Working Paper
Just Say No to Wall Street: Putting A Stop to the Earnings Game
By: Joseph Fuller and Michael C. Jensen
Putting an end to the "earnings game" requires that CEOs reclaim the initiative by avoiding earnings guidance and managing expectations in such a way that their stocks trade reasonably close to their intrinsic value. In place of earnings forecasts, management should... View Details
Keywords: Stocks; Performance Expectations; Goals and Objectives; Risk and Uncertainty; Growth and Development Strategy; Decisions; Risk Management; Budgets and Budgeting; Earnings Management; Value; Projects
Fuller, Joseph, and Michael C. Jensen. "Just Say No to Wall Street: Putting A Stop to the Earnings Game." Harvard Business School Working Paper, No. 10-090, April 2010.
- July 2014
- Article
Project Complexity and Systems Integration: Constructing the London 2012 Olympics and Paralympics Games
By: Andrew Davies and Ian Mackenzie
Our study of the London Olympics 2012 construction programme showed that systems integration is one of the major challenges involved in delivery of a complex "system of systems"—or array—project. Organizations cope with complexity by decomposing a project into... View Details
Keywords: Integration; Construction; Complexity; Sports; Projects; Construction Industry; Sports Industry; London
Davies, Andrew, and Ian Mackenzie. "Project Complexity and Systems Integration: Constructing the London 2012 Olympics and Paralympics Games." International Journal of Project Management 32, no. 5 (July 2014): 773–790.
- 13 May 2010
- Working Paper Summaries
Just Say No to Wall Street: Putting A Stop to the Earnings Game
- June 2017
- Article
When Novel Rituals Lead to Intergroup Bias: Evidence from Economic Games and Neurophysiology
By: Nicholas M. Hobson, Francesca Gino, Michael I. Norton and Michael Inzlicht
Long-established rituals in pre-existing cultural groups have been linked to the cultural evolution of large-scale group cooperation. Here we test the prediction that novel rituals—arbitrary hand and body gestures enacted in a stereotypical and repeated fashion—can... View Details
Keywords: Ritual; Intergroup Dynamics; Intergroup Bias; Neural Reward Processing; Open Data; Open Materials; Preregistered; Groups and Teams; Behavior; Prejudice and Bias; Cooperation
Hobson, Nicholas M., Francesca Gino, Michael I. Norton, and Michael Inzlicht. "When Novel Rituals Lead to Intergroup Bias: Evidence from Economic Games and Neurophysiology." Psychological Science 28, no. 6 (June 2017): 733–750.
- 1999
- Chapter
On the Role of Reinforcement Learning in Experimental Games: The Cognitive Game Theory Approach
By: Ido Erev and A. E. Roth
- 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
Tushman, Michael. "Leadership Tips for Today to Stay in the Game Tomorrow: The Ambidextrous Leader." IESE Insight, no. 23 (Fourth Quarter 2014): 31–38.
3D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals
Unlike the vast majority of negotiation books that focus almost exclusively on interpresonal tactics "at the table," 3D Negotiation also emphasizes the substantive side of deal design, as well as setup moves "away from... View Details
- July 2002
- Article
The Economist As Engineer: Game Theory, Experimental Economics and Computation As Tools of Design Economics
By: Alvin E Roth
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.
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
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 service provider with several of the... 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 Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; 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; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; 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; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; 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)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- October 2011 (Revised February 2012)
- Case
One Game to Rule Them All: Lord of the Rings Online and the MMO Market
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.)
- 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
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.
- 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
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.
- 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
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.