Skip to Main Content
HBS Home
  • About
  • Academic Programs
  • Alumni
  • Faculty & Research
  • Baker Library
  • Giving
  • Harvard Business Review
  • Initiatives
  • News
  • Recruit
  • Map / Directions
Faculty & Research
  • Faculty
  • Research
  • Featured Topics
  • Academic Units
  • …→
  • Harvard Business School→
  • Faculty & Research→
  • Research
    • Research
    • Publications
    • Global Research Centers
    • Case Development
    • Initiatives & Projects
    • Research Services
    • Seminars & Conferences
    →
  • Publications→

Publications

Publications

Filter Results: (1,855) Arrow Down
Filter Results: (1,855) Arrow Down Arrow Up

Show Results For

  • All HBS Web  (1,855)
    • People  (4)
    • News  (561)
    • Research  (1,090)
    • Events  (10)
    • Multimedia  (22)
  • Faculty Publications  (635)

Show Results For

  • All HBS Web  (1,855)
    • People  (4)
    • News  (561)
    • Research  (1,090)
    • Events  (10)
    • Multimedia  (22)
  • Faculty Publications  (635)
← Page 18 of 1,855 Results →
  • January 2013
  • Article

Level Two Negotiations: Helping the Other Side Meet Its 'Behind-the-Table' Challenges

By: James K. Sebenius
A long analytic tradition has explored the challenge of productively synchronizing "internal" with "external" negotiations, with a special focus on how each side can best manage internal opposition to agreements negotiated "at the table." Implicit in much of this work... View Details
Keywords: James Baker; Internal Negotiation; Dispute Resolution; Bargaining; Two-level Games; Negotiation; Germany; United States
Citation
Find at Harvard
Purchase
Related
Sebenius, James K. "Level Two Negotiations: Helping the Other Side Meet Its 'Behind-the-Table' Challenges." Negotiation Journal 29, no. 1 (January 2013): 7–21.
  • March 2017 (Revised September 2017)
  • Case

Facebook Fake News in the Post-Truth World

By: John R. Wells and Carole A. Winkler
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and many attributed Trump’s victory to... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal 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; Valuation; 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; United States; California; Sunnyvale; Russia
Citation
Educators
Purchase
Related
Wells, John R., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
  • August 2014
  • Case

Opening the Valve: From Software to Hardware (A)

By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Citation
Educators
Purchase
Related
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
  • June 2024
  • Case

Caesars Entertainment: Governance on the Road to Bankruptcy

By: Kristin Mugford
Caesars Entertainment was a large casino operator in the United States that had been purchased in a 2008 leveraged buyout by Apollo and TPG. In January 2015, Caesars Entertainment Operating Company (CEOC), its largest subsidiary, filed for Chapter 11. This set up a... View Details
Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Games, Gaming, and Gambling; Borrowing and Debt; Entertainment and Recreation Industry; Las Vegas
Citation
Educators
Purchase
Related
Mugford, Kristin. "Caesars Entertainment: Governance on the Road to Bankruptcy." Harvard Business School Case 224-108, June 2024.
  • Article

No Unique Effect of Intergroup Competition on Cooperation: Non-competitive Thresholds Are as Effective as Competitions between Groups for Increasing Human Cooperative Behavior

By: Matthew R. Jordan, Jillian J. Jordan and David G. Rand
Explaining cooperation remains a central topic for evolutionary theorists. Many have argued that group selection provides such an explanation: theoretical models show that intergroup competition could have given rise to cooperation that is costly for the individual.... View Details
Keywords: Intergroup Competition; Threshold Public Goods Game; Multi-level Selection; Cooperation; Groups and Teams; Competition
Citation
Find at Harvard
Read Now
Related
Jordan, Matthew R., Jillian J. Jordan, and David G. Rand. "No Unique Effect of Intergroup Competition on Cooperation: Non-competitive Thresholds Are as Effective as Competitions between Groups for Increasing Human Cooperative Behavior." Evolution and Human Behavior 38, no. 1 (January 2017): 102–108.
  • May 2014
  • Article

I'm Sorry About the Rain! Superfluous Apologies Demonstrate Empathic Concern and Increase Trust

By: A.W. Brooks, H. Dai and M.E. Schweitzer
Existing apology research has conceptualized apologies as a device to rebuild relationships following a transgression. As a result, apology research has failed to investigate the use of apologies for outcomes for which individuals are obviously not culpable (e.g.,... View Details
Keywords: Superfluous Apology; Apology; Benevolence-based Trust; Empathy; Stochastic Trust Game; Trust; Emotions; Societal Protocols
Citation
Find at Harvard
Read Now
Related
Brooks, A.W., H. Dai, and M.E. Schweitzer. "I'm Sorry About the Rain! Superfluous Apologies Demonstrate Empathic Concern and Increase Trust." Social Psychological & Personality Science 5, no. 4 (May 2014): 467–474.
  • November 3, 2020
  • Editorial

What Is the End Game of U.S.-China Competition?: Could the Two Sides Agree on a Modus Vivendi? If So, What Would It Look Like?

By: Andy Zelleke
Citation
Read Now
Related
Zelleke, Andy. "What Is the End Game of U.S.-China Competition? Could the Two Sides Agree on a Modus Vivendi? If So, What Would It Look Like?" The Diplomat (November 3, 2020).
  • August 3, 2022
  • Article

Why NFT Creators Are Going cc0

By: and Scott Duke Kominers Flashrekt
Strategies for building brands, communities, and content through intellectual property (IP) vary greatly across NFT projects. Some maintain more or less standard IP protections; others give just NFT owners rights to innovate upon the associated intellectual property;... View Details
Keywords: Non-fungible Tokens; NFTs; Video Games; Merchandising; Creative Commons; Intellectual Property
Citation
Read Now
Related
Flashrekt, and Scott Duke Kominers. "Why NFT Creators Are Going cc0." a16zcrypto.com (August 3, 2022).
  • February 2017 (Revised January 2022)
  • Supplement

Bankruptcy at Caesars Entertainment (B)

By: Kristin Mugford
Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Entertainment and Recreation Industry; Las Vegas
Citation
Purchase
Related
Mugford, Kristin. "Bankruptcy at Caesars Entertainment (B)." Harvard Business School Supplement 217-058, February 2017. (Revised January 2022.)
  • winter 2002
  • Article

Just Say No to Wall Street: Courageous CEOs Are Putting a Stop to the Earnings Game and We Will All Be Better Off for It

By: M. C. Jensen and Joseph Fuller
Keywords: Management; Profit
Citation
SSRN
Find at Harvard
Related
Jensen, M. C., and Joseph Fuller. "Just Say No to Wall Street: Courageous CEOs Are Putting a Stop to the Earnings Game and We Will All Be Better Off for It." Journal of Applied Corporate Finance 14, no. 4 (winter 2002): 41–46. (Excerpts of this article can be found in the Wall Street Journal, "Manager's Journal" column as "Dare To Keep Your Stock Price Low," 12/31/01, and in the Financial Times, as "End the Myth-Making and Return to True Analysis," 1/22/02.)
  • October 2012
  • Case

Harrah's Entertainment

By: Paul A. Gompers, Kristin Mugford and J. Daniel Kim
This case examines the issues of establishing and managing a capital structure for the leveraged buyout of Harrah's Entertainment. View Details
Keywords: Leveraged Buyouts; Debt Markets; Loan Contracts; Covenants; Casinos; Gaming; Private Equity; Entertainment and Recreation Industry; United States
Citation
Educators
Purchase
Related
Gompers, Paul A., Kristin Mugford, and J. Daniel Kim. "Harrah's Entertainment." Harvard Business School Case 213-054, October 2012.
  • November 2017
  • Teaching Note

Facebook Fake News in the Post-Truth World

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 717-473. In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networking; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; 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; United States; California; Sunnyvale; Russia
Citation
Purchase
Related
Wells, John R., and Gabriel Ellsworth. "Facebook Fake News in the Post-Truth World." Harvard Business School Teaching Note 718-456, November 2017.
  • September 2019 (Revised September 2019)
  • Case

Facebook Fake News in the Post-Truth World

By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Valuation; 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; United States; California; Sunnyvale; Russia
Citation
Educators
Purchase
Related
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
  • Article

Analyzing Scrip Systems

By: Kris Johnson, David Simchi-Levi and Peng Sun
Scrip systems provide a nonmonetary trade economy for exchange of resources. We model a scrip system as a stochastic game and study system design issues on selection rules to match potential trade partners over time. We show the optimality of one particular rule in... View Details
Keywords: "Repeated Games"; Stochastic Trust Game; Dynamic Program; P2P Lending; Scrip Systems; Artificial Currency; Non-monetary Trade Economies; Marketplace Matching; Currency; Operations; Game Theory
Citation
Find at Harvard
Read Now
Related
Johnson, Kris, David Simchi-Levi, and Peng Sun. "Analyzing Scrip Systems." Operations Research 62, no. 3 (May–June 2014): 524–534.
  • 21 Apr 2018
  • Panel Discussion

Discussion of "Identification of Dynamic Games with Multiple Equilibria and Unobserved Heterogeneity with Application to Fast Food Chains In China," by Yao Luo, Ping Xiao, Ruli Xiao

By: David Hao Zhang
Citation
Read Now
Related
Zhang, David Hao. Discussion of "Identification of Dynamic Games with Multiple Equilibria and Unobserved Heterogeneity with Application to Fast Food Chains In China," by Yao Luo, Ping Xiao, Ruli Xiao. International Industrial Organization Conference (IIOC), Indianapolis, IN, April 21, 2018.
  • August 2014 (Revised August 2015)
  • Supplement

Opening the Valve: From Software to Hardware (B)

By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Citation
Purchase
Related
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
  • August 2020
  • Article

Trust in State and Non-State Actors: Evidence from Dispute Resolution in Pakistan

By: Daron Acemoglu, Ali Cheema, Asim I. Khwaja and James A. Robinson
Lack of trust in state institutions is a pervasive problem in many developing countries. This paper investigates whether information about improved public services can help build trust in state institutions and move people away from non-state actors. We find that... View Details
Keywords: Dispute Resolution; Lab-in-the-field Games; Legitimacy; Motivated Reasoning; Non-state Actors; State Capacity; Trust; Conflict and Resolution; Information; Developing Countries and Economies
Citation
Find at Harvard
Register to Read
Read Now
Related
Acemoglu, Daron, Ali Cheema, Asim I. Khwaja, and James A. Robinson. "Trust in State and Non-State Actors: Evidence from Dispute Resolution in Pakistan." Journal of Political Economy 128, no. 8 (August 2020): 3090–3147.
  • Forthcoming
  • Article

Collusion in Brokered Markets

By: John William Hatfield, Scott Duke Kominers and Richard Lowery
High commissions in the U.S. residential real estate agency market present a puzzle for economic theory because brokerage is not a concentrated industry. We model brokered markets as a game in which agents post prices for customers and then choose which other agents to... View Details
Keywords: Real Estate Agents; Real Estate; Realtors; Broker Networks; Brokerage; Brokerage Commissions; "Brokerage Industry; Brokered Markets; Brokering; Brokers; Industrial Organization; Repeated Game Framework; "Repeated Games"; Collusion; Antitrust; Microeconomics; Market Design; Theory; Game Theory; Real Estate Industry
Citation
SSRN
Related
Hatfield, John William, Scott Duke Kominers, and Richard Lowery. "Collusion in Brokered Markets." Journal of Finance (forthcoming).
  • Article

Statistical Physics of Human Cooperation

By: Matjaž Perc, Jillian J. Jordan, David G. Rand, Zhen Wang, Stefano Boccaletti and Attila Szolnoki
Extensive cooperation among unrelated individuals is unique to humans, who often sacrifice personal benefits for the common good and work together to achieve what they are unable to execute alone. The evolutionary success of our species is indeed due, to a large... View Details
Keywords: Human Cooperation; Evolutionary Game Theory; Public Goods; Reward; Punishment; Tolerance; Self-organization; Pattern Formation; Cooperation; Behavior; Game Theory
Citation
Read Now
Related
Perc, Matjaž, Jillian J. Jordan, David G. Rand, Zhen Wang, Stefano Boccaletti, and Attila Szolnoki. "Statistical Physics of Human Cooperation." Physics Reports 687 (May 8, 2017): 1–51.
  • 2019
  • Working Paper

Does Apple Anchor a Shopping Mall? The Effect of the Technology Stores on the Formation of Market Structure

By: Doug J. Chung, Kyoungwon Seo and Reo Song
This study examines the effect of technology stores—company-owned Apple and Microsoft retail stores—on mall configuration. We formulate a structural model that considers the endogenous location decisions of retail stores, taking into account both market characteristics... View Details
Keywords: Apple Store; New Anchor Store; Discrete Game; Complete Information; Multiple Equilibria; GPGPU Technology; Simulator; Bayesian Estimation; Shopping Mall; Spillover
Citation
Read Now
Related
Chung, Doug J., Kyoungwon Seo, and Reo Song. "Does Apple Anchor a Shopping Mall? The Effect of the Technology Stores on the Formation of Market Structure." Harvard Business School Working Paper, No. 20-066, December 2019.
  • ←
  • 18
  • 19
  • …
  • 92
  • 93
  • →
ǁ
Campus Map
Harvard Business School
Soldiers Field
Boston, MA 02163
→Map & Directions
→More Contact Information
  • Make a Gift
  • Site Map
  • Jobs
  • Harvard University
  • Trademarks
  • Policies
  • Accessibility
  • Digital Accessibility
Copyright © President & Fellows of Harvard College.