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      • 2003
      • Other Unpublished Work

      Compensatory Transfers in Two-Player Decision Problems

      By: Jerry R. Green
      Keywords: Decision Choices and Conditions; Game Theory
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      Green, Jerry R. "Compensatory Transfers in Two-Player Decision Problems." February 2003.
      • January 2003 (Revised March 2004)
      • Case

      Silverado (A)

      By: Jan W. Rivkin and Charles J. Woodard
      Silverado has raised $50 million and launched its first product: an Internet-based trivia game with innovative software. In a highly uncertain environment, the young management team must decide whether to continue developing the product and whether to branch out into... View Details
      Keywords: Risk and Uncertainty; Technological Innovation; Strategic Planning; Internet and the Web; Decision Choices and Conditions; Product Launch; Business Strategy; Entertainment and Recreation Industry
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      Rivkin, Jan W., and Charles J. Woodard. "Silverado (A)." Harvard Business School Case 703-441, January 2003. (Revised March 2004.)
      • September 2002 (Revised October 2002)
      • Case

      GolfLogix: Measuring the Game of Golf

      By: John T. Gourville and Professor Jerry N. Conover
      GolfLogix has developed a small, GPS-based device to help golfers track their play. They must decide how best to distribute these devices: 1) sell them directly to golfers through traditional retail channels; 2) sell them to courses, which would then provide them to... View Details
      Keywords: Distribution Channels; Product Launch; Brands and Branding; Innovation and Invention; Measurement and Metrics
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      Gourville, John T., and Professor Jerry N. Conover. "GolfLogix: Measuring the Game of Golf." Harvard Business School Case 503-004, September 2002. (Revised October 2002.)
      • August 2002 (Revised August 2003)
      • Case

      Electronic Arts Introduces The Sims Online

      By: Youngme E. Moon
      Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
      Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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      Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
      • July 2002
      • Case

      Introducing ... The XFL!

      By: Susan M. Fournier, Stephen A. Greyser and Seth Schulman
      When the XFL professional football league debuted on February 3, 2001, it generated a Nielsen rating of 10.1, higher than any nationally televised program in a Saturday evening time slot. The next week, ratings plummeted, and by week nine the XFL game earned the title... View Details
      Keywords: Advertising; Forecasting and Prediction; Product Positioning; Consumer Behavior; Product Development; Culture; Commercialization
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      Fournier, Susan M., Stephen A. Greyser, and Seth Schulman. "Introducing ... The XFL!" Harvard Business School Case 503-015, July 2002.
      • July– September 2002
      • Article

      Predictive Value and the Usefulness of Game Theoretic Models

      By: Ido Erev, Alvin E. Roth, Robert L. Slonim and Greg Barron
      Keywords: Value; Games, Gaming, and Gambling; Theory
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      Erev, Ido, Alvin E. Roth, Robert L. Slonim, and Greg Barron. "Predictive Value and the Usefulness of Game Theoretic Models." International Journal of Forecasting 18, no. 3 (July– September 2002): 359–368.
      • 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.
      • June 2002
      • Case

      Vans: Skating on Air

      By: Youngme E. Moon and David Kiron
      Vans is best known for selling footwear and apparel to skateboarders, surfers, and other alternative sports athletes. In April 2002, Gary Schoenfeld, the CEO, is facing a number of challenges. With respect to footwear, he must decide what to do about two product lines... View Details
      Keywords: Brands and Branding; Product Launch; Demand and Consumers; Product Development; Value Creation; Apparel and Accessories Industry; Retail Industry; California
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      Moon, Youngme E., and David Kiron. "Vans: Skating on Air." Harvard Business School Case 502-077, June 2002.
      • June 2002 (Revised September 2002)
      • Case

      Pokemon: Gotta Catch 'Em All (Abridged)

      By: Youngme E. Moon
      Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
      Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Video Game Industry; Video Game Industry; Japan; Asia; United States
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      Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
      • 2002
      • Book

      Game Theory in the Tradition of Bob Wilson

      By: Bengt Holmstrom, Paul Milgrom and Alvin E Roth
      Keywords: Game Theory
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      Holmstrom, Bengt, Paul Milgrom, and Alvin E Roth, eds. Game Theory in the Tradition of Bob Wilson. Berkeley, CA: Berkeley Electronic Press, 2002.
      • February 2002 (Revised December 2003)
      • Exercise

      Incentives Game, The

      By: Jason R. Barro, Brian J. Hall and Jonathan Lim
      This exercise provides an opportunity to gain insight about designing, negotiating, and responding to incentives. The setting is investment management. A class is divided into a certain number of investment firms. Each company has one CEO and begins with four portfolio... View Details
      Keywords: Motivation and Incentives; Compensation and Benefits; Investment; Management
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      Barro, Jason R., Brian J. Hall, and Jonathan Lim. "Incentives Game, The." Harvard Business School Exercise 902-197, February 2002. (Revised December 2003.)
      • 2001
      • Working Paper

      Airbus vs. Boeing in Superjumbos: Credibility and Preemption

      By: Benjamin C. Esty and Pankaj Ghemawat
      In December 2000, Airbus formally committed to spend $12 billion to develop and launch a 555-seat superjumbo plane known as the A380. Prior to and after Airbus’ commitment, Boeing started and canceled several initiatives aimed at developing a “stretch jumbo” with... View Details
      Keywords: Air Transportation; Product Development; Market Entry and Exit; Valuation; Game Theory
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      Esty, Benjamin C., and Pankaj Ghemawat. "Airbus vs. Boeing in Superjumbos: Credibility and Preemption." Harvard Business School Working Paper, No. 02-061, February 2002.
      • January 2002 (Revised December 2002)
      • Background Note

      A Note on the Value of Information in an Entrepreneurial Venture

      By: Paul W. Marshall
      Uses a decision analysis framework to analyze the value of gaming information before making a full investment in an entrepreneurial venture. View Details
      Keywords: Decisions; Entrepreneurship; Investment; Framework; Business or Company Management
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      Marshall, Paul W. "A Note on the Value of Information in an Entrepreneurial Venture." Harvard Business School Background Note 802-143, January 2002. (Revised December 2002.)
      • January 2002
      • Article

      How Communication Improves Efficiency in Bargaining Games

      By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max H. Bazerman
      Keywords: Communication; Negotiation
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      McGinn, Kathleen L., Leigh Thompson, Robert Gibbons, and Max H. Bazerman. "How Communication Improves Efficiency in Bargaining Games." Games and Economic Behavior 38, no. 1 (January 2002): 127–155. (Reprinted in M.H. Bazerman, ed., Negotiation, Decision Making and Conflict Management, Volume 3, Edward Elgar Publishing, 2005.)
      • August 2001 (Revised September 2002)
      • Case

      Sony PlayStation2 (A)

      By: Rohit Deshpande and Seth Schulman
      In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
      Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
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      Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
      • 2000
      • Chapter

      Game Theory as a Tool for Market Design

      By: A. E. Roth
      Keywords: Game Theory; Market Design
      Citation
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      Roth, A. E. "Game Theory as a Tool for Market Design." In Game Practice: Contributions from Applied Game Theory, edited by Fioravante Patrone, Ignacio Garcia-Jurado, and Stef Tijs, 7–18. Kluwer Academic Publishers, 2000.
      • October 2000 (Revised November 2018)
      • Exercise

      Web-Based Beer Game Exercise

      By: Janice H. Hammond
      The Web-based beer game is an exercise that demonstrates supply channel dynamics. Simulates the flow of material and information in a simplified channel of beer production and distribution, focusing on the linkages between a beer manufacturer, its distributors, a... View Details
      Keywords: Distribution Channels; Production
      Citation
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      Hammond, Janice H. "Web-Based Beer Game Exercise." Harvard Business School Exercise 601-048, October 2000. (Revised November 2018.)
      • 2000
      • Working Paper

      How Communication Improves Efficiency in Bargaining Games

      By: Kathleen L. McGinn, Leigh Thompson, Robert Gibbons and Max Bazerman
      Citation
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      McGinn, Kathleen L., Leigh Thompson, Robert Gibbons, and Max Bazerman. "How Communication Improves Efficiency in Bargaining Games." Harvard Business School Working Paper, No. 01-018, October 2000.
      • May 2000
      • Article

      Maxmin Expected Utility over Savage Acts with a Set of Priors

      By: Ramon Casadesus-Masanell, Peter Klibanoff and Emre Ozdenoren
      This paper provides an axiomatic foundation for a maxmin expected utility over a set of priors (MMEU) decision rule in an environment where the elements of choice are Savage acts. This characterization complements the original axiomatizations of MMEU developed in a... View Details
      Keywords: Uncertainty Aversion; Ambiguity; Expected Utility; Set Of Priors; Knightian Uncertainty; Decision Making; Game Theory; Risk and Uncertainty; Mathematical Methods
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      Casadesus-Masanell, Ramon, Peter Klibanoff, and Emre Ozdenoren. "Maxmin Expected Utility over Savage Acts with a Set of Priors." Journal of Economic Theory 92, no. 1 (May 2000): 35–65.
      • September 1999
      • Case

      Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)

      By: Stefan H. Thomke and Andrew Robertson
      Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
      Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Computer Industry
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      Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
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