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Publications

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      • Faculty Publications  (416)

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      • 2024
      • Working Paper

      What Makes Players Pay? An Empirical Investigation of In-Game Lotteries

      By: Tomomichi Amano and Andrey Simonov
      In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Paid loot boxes are contentious. Game producers argue that loot boxes complement the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game.... View Details
      Keywords: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
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      Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper Series, No. 4355019, June 2024.
      • June 2024
      • Case

      Arete Research on Unity Software

      By: Joseph Pacelli and Tonia Labruyere
      Richard Kramer had founded Arete Research, an independent financial research provider, in 2000 after a successful career as a sell-side analyst at Goldman Sachs. He reflects on his team's coverage of Unity Software, a U.S.-based mobile games software company, that... View Details
      Keywords: Analysis; Initial Public Offering; Analytics and Data Science; Applications and Software; Mobile and Wireless Technology; Valuation; Value Creation; Mergers and Acquisitions; Business Model; Reports; Video Game Industry; Video Game Industry; United Kingdom; United States
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      Pacelli, Joseph, and Tonia Labruyere. "Arete Research on Unity Software." Harvard Business School Case 124-086, June 2024.
      • 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
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      Mugford, Kristin. "Caesars Entertainment: Governance on the Road to Bankruptcy." Harvard Business School Case 224-108, June 2024.
      • June 2024
      • Case

      SnapTravel: Betting on 'Super.com'

      By: Reza Satchu and Tom Quinn
      This case explores SnapTravel, a travel startup offering discounted hotel rooms, and its founders’ desire to pivot to a “super app” that saved customers money across many different purchase types. During the COVID-19 pandemic, Hussein Fazal and Henry Shi saw SnapTravel... View Details
      Keywords: Business Growth and Maturation; Business Plan; Business Startups; Change Management; Disruption; Transformation; Volatility; Customer Focus and Relationships; Customer Value and Value Chain; Decisions; Income; Entrepreneurship; Geographic Scope; Cross-Cultural and Cross-Border Issues; Health Pandemics; Surveys; Knowledge Acquisition; Knowledge Use and Leverage; Leading Change; Crisis Management; Goals and Objectives; Risk Management; Consumer Behavior; Game Theory; Risk and Uncertainty; Adaptation; Diversification; Expansion; System Shocks; Accommodations Industry; Technology Industry; Canada; United States; Las Vegas
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      Satchu, Reza, and Tom Quinn. "SnapTravel: Betting on 'Super.com'." Harvard Business School Case 824-196, June 2024.
      • June 2024 (Revised September 2024)
      • Case

      Major League Baseball: Changing the Rules of America's Pastime

      By: Stephen A. Greyser, Mac Levin and Brent Schwarz
      This case describes the efforts of Major League Baseball (MLB) to make meaningful changes in the rules affecting the ways the game is played. These changes are intended to speed the pace of the game and make it more appealing to younger fans. The principal changes... View Details
      Keywords: Change Management; Age; Games, Gaming, and Gambling; Leading Change; Organizational Change and Adaptation; Demand and Consumers; Sports Industry
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      Greyser, Stephen A., Mac Levin, and Brent Schwarz. "Major League Baseball: Changing the Rules of America's Pastime." Harvard Business School Case 924-307, June 2024. (Revised September 2024.)
      • June 2024 (Revised March 2025)
      • Case

      Wemade: (Re)Establishing Trust in Blockchain Games (A)

      By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
      This case explores the fundamental challenges and accounting issues arising from the integration of blockchain technology into traditional business models. It features Wemade, a South Korean online gaming company that has staked its future on blockchain-based games.... View Details
      Keywords: Blockchain; Cryptocurrency; Video Games; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Technology Adoption; Video Game Industry; Video Game Industry; Video Game Industry; South Korea
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      Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (A)." Harvard Business School Case 124-025, June 2024. (Revised March 2025.)
      • May 2024
      • Supplement

      GameStop: Social Media Finds a Cheat Code (B)

      By: Joseph Pacelli and Sarah Mehta
      This case accompanies “GameStop: Social Media Finds a Cheat Code (A),” no. 124-005. It provides an update on pertinent events from 2021 to 2023. View Details
      Keywords: Finance; Markets; Value; Video Game Industry; Video Game Industry; United States
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      Pacelli, Joseph, and Sarah Mehta. "GameStop: Social Media Finds a Cheat Code (B)." Harvard Business School Supplement 124-042, May 2024.
      • 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.)
      • March 2024
      • Case

      Expanding the Bicester Collection to New York

      By: Boris Vallee, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik and Arthur Segel
      Secretariat, if anyone remembers, won the triple crown at the Belmont Race Track on Long Island, located at the nexus of La Guardia, JFK Airports, the Long Island Railroad and multiple major highways. Belmont Race Track is now being rebuilt along with an adjacent UBS... View Details
      Keywords: Consumer Behavior; Urban Development; Brands and Branding; Entertainment and Recreation Industry; Sports Industry; Retail Industry; New York (state, US)
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      Vallee, Boris, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik, and Arthur Segel. "Expanding the Bicester Collection to New York." Harvard Business School Case 224-068, March 2024.
      • March 2024
      • Simulation

      'Storrowed'

      By: Mitchell Weiss
      The game was built to accompany "Storrowed": A Generative AI Exercise, available through Harvard Business Publishing. The game adds a timing element to "Storrowed" and enables the teacher to reward teams for strong prompts or penalize teams for believing AI... View Details
      Keywords: AI and Machine Learning; Decision Choices and Conditions; Risk and Uncertainty
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      Weiss, Mitchell. "'Storrowed'." Harvard Business School Simulation 824-714, March 2024.
      • March 2024
      • Teaching Note

      'Storrowed': A Generative AI Exercise

      By: Mitchell Weiss
      Teaching Note for HBS Exercise No. 824-188. “Storrowed” is an exercise to help participants raise their proficiency with generative AI. It begins by highlighting a problem: trucks getting wedged underneath bridges in Boston, Massachusetts on the city’s Storrow Drive.... View Details
      Keywords: AI and Machine Learning; Entrepreneurship; Innovation and Invention; Government Administration; Transportation Industry; Public Administration Industry
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      Weiss, Mitchell. "'Storrowed': A Generative AI Exercise." Harvard Business School Teaching Note 824-189, March 2024.
      • March 2024
      • Exercise

      'Storrowed': A Generative AI Exercise

      By: Mitchell Weiss
      "Storrowed" is an exercise to help participants raise their capacity and curiosity for generative AI. It focuses on generative AI for problem understanding and ideation, but can be adapted for use more broadly. Participants use generative AI tools to understand a... View Details
      Keywords: AI and Machine Learning; Problems and Challenges
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      Weiss, Mitchell. "'Storrowed': A Generative AI Exercise." Harvard Business School Exercise 824-188, March 2024.
      • March 2024
      • Case

      Ava DuVernay's Array: Disrupting the Hollywood Film Industry

      By: Anita Elberse and Morgan Brewton-Johnson
      In February 2023 acclaimed filmmaker Ava DuVernay is filming her latest movie, Origin, a daring adaptation of Isabel Wilkerson’s book Caste: The Origins of Our Discontents. With Origin, DuVernay is pioneering a method to finance the endeavor—through a combination of... View Details
      Keywords: Financing and Loans; Intellectual Property; Philanthropy and Charitable Giving; Disruption; Motion Pictures and Video Industry
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      Elberse, Anita, and Morgan Brewton-Johnson. "Ava DuVernay's Array: Disrupting the Hollywood Film Industry." Harvard Business School Case 524-071, March 2024.
      • January 2024
      • Case

      National Football League and Private 5G

      By: Andy Wu, Grant Son and Shuoyu Chen
      On September 9, 2021, the National Football League (NFL) designated Verizon as its official 5G partner in a 10-year deal, committed to enhance the experience for NFL teams, players, and fans in stadiums. NFL Commissioner Roger Goodell said, “Verizon will help us... View Details
      Keywords: Football; National Football League; 5G; Verizon; Communication Technology; Mobile and Wireless Technology; Technology Adoption; Risk and Uncertainty; Business Strategy; Collaborative Innovation and Invention; Sports Industry; Telecommunications Industry
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      Wu, Andy, Grant Son, and Shuoyu Chen. "National Football League and Private 5G." Harvard Business School Case 724-433, January 2024.
      • November 2023
      • Supplement

      Big Media's Game of Thrones

      By: Emily McComb and Marco Sammon
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      McComb, Emily, and Marco Sammon. "Big Media's Game of Thrones." Harvard Business School Spreadsheet Supplement 224-713, November 2023.
      • November 2023
      • Case

      Big Media's Game of Thrones

      By: Emily McComb and Marco Sammon
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      McComb, Emily, and Marco Sammon. "Big Media's Game of Thrones." Harvard Business School Case 224-045, November 2023.
      • November 2023
      • Case

      Team Liquid: Fueling the Business of Fandom

      By: Youngme Moon and Kerry Herman
      In 2023, the co-CEOs of Team Liquid, one of the world's most prominent Esports organizations, are deciding whether and how to evolve their business model to include (1) a greater focus on enterprise revenue; and (2) more direct-to-consumer activity. Team Liquid has one... View Details
      Keywords: Business Model; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Organizational Culture; Business and Community Relations; Video Game Industry
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      Moon, Youngme, and Kerry Herman. "Team Liquid: Fueling the Business of Fandom." Harvard Business School Case 324-041, November 2023.
      • October 2023 (Revised March 2024)
      • Case

      Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game

      By: Tsedal Neeley, Jeff Huizinga and Emily Grandjean
      Ken Xie, cofounder of cybersecurity giant Fortinet, faced a critical decision that would validate his leadership. Fortinet became the industry’s second-largest pureplay cybersecurity firm by developing differentiated hardware and investing in R&D. However, after a... View Details
      Keywords: Leadership Development; Leadership Style; Marketing Strategy; Communication Strategy; Cybersecurity; Competitive Advantage; Information Technology Industry; United States; Sunnyvale
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      Neeley, Tsedal, Jeff Huizinga, and Emily Grandjean. "Fortinet: Cybersecurity Pioneer Ken Xie Considers the Long Game." Harvard Business School Case 424-016, October 2023. (Revised March 2024.)
      • September 2023
      • Article

      A Pull versus Push Framework for Reputation

      By: Jillian J. Jordan
      Reputation is a powerful driver of human behavior. Reputation systems incentivize 'actors' to take reputation-enhancing actions, and 'evaluators' to reward actors with positive reputations by preferentially cooperating with them. This article proposes a reputation... View Details
      Keywords: Reputation; Behavior; Game Theory
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      Jordan, Jillian J. "A Pull versus Push Framework for Reputation." Trends in Cognitive Sciences 27, no. 9 (September 2023): 852–866.
      • September 2023
      • Article

      Consuming Contests: The Effect of Outcome Uncertainty on Spectator Attendance in the Australian Football League

      By: Patrick Ferguson and Karim R. Lakhani
      Contests that non-contestants consume for entertainment are a fixture of economic, cultural and political life. We exploit injury-induced changes to teams' line-ups in a professional sports setting to examine whether individuals prefer to consume contests that have... View Details
      Keywords: Sports; Entertainment; Consumer Behavior
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      Ferguson, Patrick, and Karim R. Lakhani. "Consuming Contests: The Effect of Outcome Uncertainty on Spectator Attendance in the Australian Football League." Economic Record 99, no. 326 (September 2023): 410–435.
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