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  • All HBS Web  (1,856)
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Show Results For

  • All HBS Web  (1,856)
    • People  (4)
    • News  (562)
    • Research  (1,090)
    • Events  (10)
    • Multimedia  (22)
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← Page 16 of 1,856 Results →
  • 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
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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.
  • 25 Jul 2022
  • News

Online pricing algorithms are gaming the system, and could mean you pay more

  • 04 Sep 2017
  • News

In age of Trump, politics has become a game with no shame

  • 14 Nov 2014
  • News

Microsoft Xbox Alum’s New Game is Vida: High-tech Fashion That Does Good

Keywords: Clothing and Clothing Accessories Stores; Retail Trade
  • November 2007
  • Teaching Note

Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (TN) (A) & (B)

By: Christopher Marquis and Alison Comings
Keywords: Sports; Sports Industry
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Marquis, Christopher, and Alison Comings. "Gianna Angelopoulos-Daskalaki and the 2004 Athens Olympic Games (TN) (A) & (B)." Harvard Business School Teaching Note 408-081, November 2007.
  • Web

The Sustainability Game Is On | Social Enterprise | Harvard Business School

  • 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
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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.
  • 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

  • 13 May 2010
  • Working Paper Summaries

Just Say No to Wall Street: Putting A Stop to the Earnings Game

Keywords: by Joseph Fuller & Michael C. Jensen; Financial Services
  • 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
Citation
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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.
  • 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
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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.
  • 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
Citation
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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.)
  • 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.

    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
    • 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)
    Citation
    Educators
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    Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
    • 1999
    • Chapter

    On the Role of Reinforcement Learning in Experimental Games: The Cognitive Game Theory Approach

    By: Ido Erev and A. E. Roth
    Keywords: Game Theory; Cognition and Thinking; Learning
    Citation
    Related
    Erev, Ido, and A. E. Roth. "On the Role of Reinforcement Learning in Experimental Games: The Cognitive Game Theory Approach." In Games and Human Behavior: Essays in Honor of Amnon Rapoport, edited by D. Budescu, I. Erev, and R. Zwick, 53–77. Lawrence Erlbaum Associates, 1999.
    • 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
    Citation
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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.
    • 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
    Citation
    Find at Harvard
    Related
    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.
    • 13 Dec 2023
    • News

    Epic Games Beat Google but Lost to Apple in Monopoly Lawsuits. What Does It All Mean?

    • 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
    Citation
    Find at Harvard
    Related
    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.
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