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← Page 19 of 454 Results →
  • 25 Apr 2019
  • Research & Ideas

Incubators Take Notice: Your Entrepreneurs Are Networking with the Wrong People

Companies and government leaders have long tried to recreate the kind of Silicon Valley innovation magic that made Facebook and Google such goldmines. Cities from Cincinnati to Saskatoon have launched startup labs. Companies including Nationwide Insurance, Walt Disney,... View Details
Keywords: by Danielle Kost
  • 26 Mar 2025
  • Blog Post

How to Approach Your Equity Compensation

risk-adjusted basis) and actually generate negative returns. Only ~10% of outlier companies generate exceptional returns and thereby lift the “average” returns for all. Employees who keep their shares past vest are essentially gambling... View Details
  • October 2009
  • Case

Digital Chocolate

By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard... View Details
Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Telecommunications Industry; Video Game Industry
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Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
  • 13 Apr 2015
  • Research & Ideas

3 Ways Firms Can Profit From Environmental Investments

she says. "The scientists may be wrong, but do we want to gamble 100 percent that they're wrong? You don't have to be a believer, you just have to hedge your bets. That's good business practice." View Details
Keywords: by Carmen Nobel; Energy; Utilities
  • 17 Apr 2017
  • HBS Case

This Turkish Debt Collector Is Customer-friendly

Turkasset began opening physical branches around the country to service customers who preferred to talk in person. Despite these additional outlays, the gamble paid off for the company by allowing it to collect a much higher percentage of... View Details
Keywords: by Michael Blanding; Financial Services
  • 01 Dec 2011
  • News

Alumni Book Briefs

’01) (Harvard Business Review Press) Anthony draws on stories from his research and fieldwork with companies like Procter & Gamble to demystify innovation. He presents a simple definition of innovation, breaks down the essential... View Details
Keywords: Performing Arts, Spectator Sports, and Related Industries; Arts, Entertainment; Finance; Miscellaneous Manufacturing; Manufacturing
  • February 2010 (Revised June 2014)
  • Supplement

CityCenter (C): Turmoil and Choices

By: John D. Macomber
"CityCenter (C)" follows the (A) and (B) cases chronologically. The (C) case explores the decisions facing MGM MIRAGE following a lawsuit by partner Dubai World and suspension of Dubai World's cash contributions to the project in early 2009. Issues include the... View Details
Keywords: Lawsuits and Litigation; Private Equity; Games, Gaming, and Gambling; Decisions; Partners and Partnerships; Conflict and Resolution; Entertainment and Recreation Industry; Nevada
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Macomber, John D. "CityCenter (C): Turmoil and Choices." Harvard Business School Supplement 210-066, February 2010. (Revised June 2014.)
  • November 2006
  • Background Note

Technical Game Theory Note #1: Solving Bi-matrix Games

By: Dennis A. Yao
Explains how to solve bi-matrix games and introduces the Nash Equilibrium concept. View Details
Keywords: Game Theory; Mathematical Methods; Learning; Balance and Stability; Planning; Strategic Planning; Performance Improvement; Strategy; Games, Gaming, and Gambling
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Yao, Dennis A. "Technical Game Theory Note #1: Solving Bi-matrix Games." Harvard Business School Background Note 707-476, November 2006.
  • January 2011 (Revised November 2014)
  • Case

Mochi Media

By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and... View Details
Keywords: Business Model; Business Startups; Games, Gaming, and Gambling; Entrepreneurship; Growth and Development Strategy; Network Effects; Multi-Sided Platforms; Partners and Partnerships; Competition
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Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
  • March 2024 (Revised September 2024)
  • Case

Supercell 2.0: Clash of Plans

By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
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Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
  • November 2024
  • Supplement

AlphaGo (B): Birth of a New Intelligence

By: Shikhar Ghosh and Shweta Bagai
This case, the second in a three-part series, explores DeepMind's evolution from developing game-specific AI to more generalized learning systems. Following AlphaGo's 2017 victory over the Go world champion, DeepMind introduced two revolutionary systems that eliminated... View Details
Keywords: AI and Machine Learning; Games, Gaming, and Gambling; Technological Innovation; Disruptive Innovation; Innovation Leadership; Information Technology Industry; United States; Russia; China
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Ghosh, Shikhar, and Shweta Bagai. "AlphaGo (B): Birth of a New Intelligence." Harvard Business School Supplement 825-074, November 2024.
  • November 2006
  • Background Note

Technical Game Theory Note #6: Multiple-Round Games and Reputations

By: Dennis A. Yao
Provides a game theory-based interpretation of reputations and reputation building. View Details
Keywords: Game Theory; Mathematical Methods; Games, Gaming, and Gambling; Reputation; Debates; Strategy; Performance Consistency; Performance Improvement; Strategic Planning; Education Industry
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Yao, Dennis A. "Technical Game Theory Note #6: Multiple-Round Games and Reputations." Harvard Business School Background Note 707-488, November 2006.
  • 05 Nov 2014
  • What Do You Think?

Are We Entering an Era of Neuromanagement?

associated with creativity and the portion of the brain that is stimulated, for example, by gambling or music. Assuming: (1) there will be more research efforts combining the results of brain scans with behavioral exercises, and (2)... View Details
Keywords: by James Heskett
  • 02 Oct 2013
  • What Do You Think?

Is Leadership an Increasingly Difficult Balancing Act?

McDonald of Procter & Gamble and the company's shift to more emphasis on digital media as an example, commented that "it is possible to allow experimentation trial and error without the CEO looking foolish because he or she does... View Details
Keywords: by James Heskett
  • 28 Oct 2013
  • Research & Ideas

Responsible Leadership in an Unforgiving World

making leadership both more difficult and more rewarding than it was a generation ago. If critical decisions in the last century were typified by an all-or-nothing gamble on a new big new factory or business arm, then decisions in this... View Details
Keywords: by Michael Blanding
  • 17 Feb 2010
  • News

Harrah's CFO Plans a Recovery

Keywords: Amusement, Gambling, and Recreation Industries; Arts, Entertainment
  • January 2009 (Revised March 2009)
  • Case

A Chinese Start-up's Midlife Crisis: 99Sushe.com

By: William C. Kirby, F. Warren McFarlan and Tracy Manty
Now into their third year at the helm of an Internet start-up in China, Ken Pao and Bill Li were managing a totally different company (with a new name) from the one they first founded in 2006. Having changed their business model from a social networking site to an... View Details
Keywords: Business Growth and Maturation; Business Model; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Investment Funds; Organizational Change and Adaptation; Entertainment and Recreation Industry; China
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Kirby, William C., F. Warren McFarlan, and Tracy Manty. "A Chinese Start-up's Midlife Crisis: 99Sushe.com." Harvard Business School Case 309-060, January 2009. (Revised March 2009.)
  • 25 Aug 2011
  • News

An Opportunity to Learn Something New

Keywords: Advertising, Public Relations, and Related Services; Professional Services; Management, Scientific, and Technical Consulting Services; Professional Services; Retail Trade
  • 2005
  • Chapter

Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development

Many managers and academics today view outdoor exercises as simply "fun and games." However, framed correctly, outdoor leadership activities provide a uniquely effective method for leadership development. They allow participants to access and explore the deeper... View Details
Keywords: Learning; Games, Gaming, and Gambling; Leadership Development; Personal Development and Career; Business and Stakeholder Relations; Groups and Teams; Behavior; Emotions; Personal Characteristics; Alignment
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Petriglieri, Gianpiero, and Jack D. Wood. "Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development." In Mastering Executive Education: How to Combine Content with Context and Emotion, edited by Paul J. Strebel and Tracy Keys, 252–266. London: Financial Times Prentice Hall, 2005.
  • February 2011 (Revised August 2012)
  • Teaching Note

Emotiv Systems Inc.: It's the Thoughts that Count (TN)

By: Elie Ofek and Natalie Kindred
Teaching Note for 510050. View Details
Keywords: Product Launch; Technological Innovation; Applications and Software; Decision Choices and Conditions; Games, Gaming, and Gambling; Marketing Channels; Price
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Ofek, Elie, and Natalie Kindred. "Emotiv Systems Inc.: It's the Thoughts that Count (TN)." Harvard Business School Teaching Note 511-072, February 2011. (Revised August 2012.)
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