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    • All HBS Web  (183)
      • Faculty Publications  (100)

      Games, Gaming, and GamblingRemove Games, Gaming, and Gambling →

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      • October 29, 2010
      • Article

      The Mental Game of Breast Cancer, Part one

      By: Nancy F. Koehn
      Keywords: Games, Gaming, and Gambling
      Citation
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      Koehn, Nancy F. "The Mental Game of Breast Cancer, Part one." Huffington Post, The Blog (October 29, 2010).
      • October 2010 (Revised May 2011)
      • Case

      Take-Two Interactive Software, Inc.

      By: Sunil Gupta and Kerry Herman
      In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
      Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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      Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
      • September 2010
      • Teaching Note

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

      By: F. Warren McFarlan
      Teaching Note for 309060. View Details
      Keywords: Business Startups; Business or Company Management; Business Model; Internet and the Web; Games, Gaming, and Gambling; Partners and Partnerships; Competition; Social and Collaborative Networks; Video Game Industry; China
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      McFarlan, F. Warren. "A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)." Harvard Business School Teaching Note 311-058, September 2010.
      • 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.)
      • February 2010 (Revised June 2014)
      • Supplement

      CityCenter (D): Financial Crisis, Grand Opening, and a New Paradigm

      By: John D. Macomber and Griffin James
      "CityCenter (D)" follows the (A), (B), and (C) cases with subsequent chronological events through CityCenter's grand opening in December 2009 and financial results through March 2010. The case includes a simple valuation exercise intended to explore CEO Jim Murren's... View Details
      Keywords: Insolvency and Bankruptcy; Private Equity; Games, Gaming, and Gambling; Decision Choices and Conditions; Entertainment and Recreation Industry; Nevada; New Jersey
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      Macomber, John D., and Griffin James. "CityCenter (D): Financial Crisis, Grand Opening, and a New Paradigm." Harvard Business School Supplement 210-067, February 2010. (Revised June 2014.)
      • February 2010
      • Article

      Friend or Foe? Cooperation and Learning in High-Stakes Games

      By: Felix Oberholzer-Gee, Joel Waldfogel and Matthew White
      Keywords: Cooperation; Learning; Games, Gaming, and Gambling
      Citation
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      Oberholzer-Gee, Felix, Joel Waldfogel, and Matthew White. "Friend or Foe? Cooperation and Learning in High-Stakes Games." Review of Economics and Statistics 92, no. 1 (February 2010): 179–187.
      • 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.
      • April 2009 (Revised June 2020)
      • Case

      Al Capone

      By: Tom Nicholas and David Chen
      In 1929, Chicago, IL mob boss Al Capone was at the height of his power. As head of the extensive crime organization known as "The Outfit" during most of U.S.'s Prohibition Era (1920-1933), Capone oversaw hundreds of brothels, speakeasies, and roadhouses which served as... View Details
      Keywords: Bootlegging; Entrepreneurship; Crime and Corruption; Games, Gaming, and Gambling; Business History; United States; Chicago
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      Nicholas, Tom, and David Chen. "Al Capone." Harvard Business School Case 809-144, April 2009. (Revised June 2020.)
      • 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.)
      • 2008
      • Working Paper

      Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls

      By: Guillaume R. Frechette, Alvin E. Roth and M. Utku Unver
      Many markets have "unraveled" and experienced inefficient, early, dispersed transactions, and subsequently developed institutions to delay transaction timing. However, it has previously proved difficult to measure and identify the resulting efficiency gains. Prior to... View Details
      Keywords: Games, Gaming, and Gambling; Television Entertainment; Market Timing; Market Transactions; Marketplace Matching; Sports Industry
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      Frechette, Guillaume R., Alvin E. Roth, and M. Utku Unver. "Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls." Harvard Business School Working Paper, No. 09-010, July 2008.
      • May 2008
      • Teaching Note

      Hasbro Games -- POX (TN) (A) and (B)

      By: Elie Ofek and David B. Godes
      Teaching Note for [505046] and [505047]. View Details
      Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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      Ofek, Elie, and David B. Godes. "Hasbro Games -- POX (TN) (A) and (B)." Harvard Business School Teaching Note 508-112, May 2008.
      • April 2008
      • Background Note

      Broadband and Video Games: Playing and Winning Together

      By: Stephen P. Bradley and Nancy Bartlett
      This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
      Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
      • March 2008 (Revised April 2008)
      • Case

      Sony PlayStation 3: Game Over?

      By: Elie Ofek
      Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
      Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
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      Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
      • April 2007 (Revised April 2011)
      • Teaching Note

      Slots, Tables, and All that Jazz: Managing Customer Profitability at the MGM Grand Hotel (TN)

      By: Dennis Campbell and Francisco de Asis Martinez-Jerez
      Teaching note to 106029. View Details
      Keywords: Games, Gaming, and Gambling; Customers; Profit; Accommodations Industry
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      Campbell, Dennis, and Francisco de Asis Martinez-Jerez. "Slots, Tables, and All that Jazz: Managing Customer Profitability at the MGM Grand Hotel (TN)." Harvard Business School Teaching Note 107-072, April 2007. (Revised April 2011.)
      • 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.
      • 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
      Citation
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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.
      • October 2006 (Revised September 2007)
      • Teaching Note

      Electronic Arts in Online Gaming (TN)

      By: Thomas R. Eisenmann
      Keywords: Games, Gaming, and Gambling; Arts; Technology; Entertainment and Recreation Industry
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      Eisenmann, Thomas R. "Electronic Arts in Online Gaming (TN)." Harvard Business School Teaching Note 807-066, October 2006. (Revised September 2007.)
      • 2006
      • Book

      3-D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals

      By: David Lax and James K. Sebenius
      Keywords: Negotiation; Change; Games, Gaming, and Gambling
      Citation
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      Lax, David, and James K. Sebenius. 3-D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals. Boston: Harvard Business School Press, 2006.
      • September 2006
      • Article

      Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation

      By: Yoella Bereby-Meyer and Alvin E. Roth
      Keywords: Cooperation; Learning; Games, Gaming, and Gambling
      Citation
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      Bereby-Meyer, Yoella, and Alvin E. Roth. "Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation." American Economic Review 96, no. 4 (September 2006): 1029–1042.
      • March 2006 (Revised September 2006)
      • Case

      Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel

      By: Dennis Campbell, Francisco de Asis Martinez-Jerez, Marc Epstein and Joshua Bellin
      The MGM Grand Hotel in Las Vegas had detailed information on loyal gaming customers, but could its information systems also be tailored to nongaming customers? As the nongaming business sectors became increasingly profitable both at the MGM Grand and in Las Vegas... View Details
      Keywords: Games, Gaming, and Gambling; Customer Relationship Management; Customer Value and Value Chain; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Nevada
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      Campbell, Dennis, Francisco de Asis Martinez-Jerez, Marc Epstein, and Joshua Bellin. "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel." Harvard Business School Case 106-029, March 2006. (Revised September 2006.)
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