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  • All HBS Web  (454)
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← Page 21 of 454 Results →
  • 01 Mar 2011
  • News

James McNerney Jr.

outside the United States view us, they look at organizations like Boeing, DuPont, GE, Johnson & Johnson, and Procter & Gamble as gold standard companies. We tend to lament that manufacturing is going down, but outside our country they... View Details
Keywords: Julia Hanna; interview; Transportation Equipment Manufacturing; Manufacturing; Air Transportation; Transportation
  • 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
  • 22 Feb 2018
  • News

My First Job

entity. And my lesson was the value of mentors. If someone is really going to give you an opportunity, take it seriously, and give it your all. Lloyd Berutti, and I graduated in 1977. My first job getting out of business school was I went to Cincinnati to work for... View Details
  • 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.
  • December 2024
  • Case

Tencent Games

By: Rebecca Karp, Billy Chan and Nancy Hua Dai
For years, Tencent Games, a division of China’s largest internet company, had taken the lion’s share of revenue in the global gaming market with blockbuster titles such as “League of Legends” and “PUBG: Battlegrounds.” These games defined the game genres that they... View Details
Keywords: Decisions; Games, Gaming, and Gambling; Collaborative Innovation and Invention; Innovation and Management; Innovation Strategy; Growth and Development Strategy; Product Development; Organizational Culture; Business Strategy; Investment; Competitive Strategy; Video Game Industry; Europe; China
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Karp, Rebecca, Billy Chan, and Nancy Hua Dai. "Tencent Games." Harvard Business School Case 725-411, December 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.)
  • 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
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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.)
  • 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.
  • 08 Jan 2020
  • Research & Ideas

NFL Head Coaches Are Getting Younger. What Can Organizations Learn?

team is choosing to gamble on unproven youngsters. After all, 66-year old Bruce Arians was just hired by Tampa Bay, while Denver is giving Vic Fangio, 60, his first shot as a head coach after 32 seasons of experience as an assistant... View Details
Keywords: by Boris Groysberg, Evan M.S. Hecht, and Abhijit Naik; Sports
  • 02 Jun 2003
  • Research & Ideas

Why Have Marketers Ignored America’s Man-of-Action Hero?

found that the underlying organizational principles run contrary to the conventional procedures of the blue-chip marketers like Procter & Gamble and The Coca-Cola Company, companies that other companies typically imitate. These... View Details
Keywords: by Manda Salls
  • 09 Aug 2004
  • Research & Ideas

A Diagnostic for Disruptive Innovation

have to coordinate complicated networks of suppliers. Johnson & Johnson has to gain approval for new medical devices. Procter & Gamble has to develop effective product marketing plans. For these companies to be successful, they... View Details
Keywords: by Scott D. Anthony, Mark W. Johnson & Matt Eyring
  • 30 May 2000
  • Research & Ideas

Market Makers Bid for Success

must pay the cost of the marketplace, not the sellers. Sahlman: Scott, can you give us the short version of your career? Randall: After working at Procter & Gamble in brand management and in consumer packaged goods, I got into... View Details
Keywords: by Staff; Web Services; Technology
  • 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.)
  • 11 Apr 2000
  • Research & Ideas

Financial Services 24/7

typical new player, for example, might spend over $100 million in advertising. "There is a big rush for market share," explains Crane. "Firms are gambling that when the dust settles, they will be one of the survivors." F. Warren McFarlan,... View Details
Keywords: by Susan Young
  • 01 Feb 2000
  • News

Financial Services 24/7

offerings. A typical new player, for example, might spend over $100 million in advertising. "There is a big rush for market share," explains Crane. "Firms are gambling that when the dust settles, they will be one of the survivors." F.... View Details
Keywords: Susan Young
  • 23 May 2017
  • First Look

First Look at New Ideas and Research: May 23, 2017

points. Pseudo-set framing changes gambling choices (Study 1), effort (Studies 2 and 3), giving behavior (Field Data and Study 4), and purchase decisions (Study 5). These effects persist in the absence of any reward, when a cost must be... View Details
Keywords: Carmen Nobel
  • 14 Jun 2011
  • First Look

First Look: June 14

Microsoft and Procter & Gamble each discovered. Read the article: http://hbr.org/2011/06/the-globe-segmenting-the-base-of-the-pyramid/ar/1 The Ambidextrous CEO Authors:Michael L. Tushman, Wendy K. Smith, and Andy Binns... View Details
Keywords: Sean Silverthorne
  • 12 Oct 1999
  • Research & Ideas

Spirit at Work: The Search for Deeper Meaning in the Workplace

conductor of the Boston Philharmonic Orchestra, has used music and singing to help staffers think in unconventional ways. Poet David Whyte brings poetry to corporations such as Merck and Procter & Gamble to stir creativity by helping... View Details
Keywords: by Marguerite Rigoglioso
  • 17 Jun 2002
  • Research & Ideas

A Litmus Test for Entrepreneurs

years of experience at the likes of Procter & Gamble and Johnson & Johnson, decided to set himself up as Spain's first pizza magnate and founded TelePizza. He believed that customers in Spain—and, indeed, throughout Europe—would... View Details
Keywords: by Walter Kuemmerle
  • 05 Nov 2013
  • First Look

First Look: November 5

"last-place averse." Participants choose gambles with the potential to move them out of last place that they reject when randomly placed in other parts of the distribution. In modified-dictator games, participants randomly... View Details
Keywords: Sean Silverthorne
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