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Publications

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  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)

Show Results For

  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)
← Page 3 of 182 Results →
  • 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.
  • 2012
  • Working Paper

Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior

Substantial research with adult populations has found that selfish impulses are less likely to be pursued when decisions are publicly observable. To the best of our knowledge, however, this behavioral regularity has not been systematically explored as potential... View Details
Keywords: Research; Age Characteristics; Behavior; Decisions; Games, Gaming, and Gambling; Announcements; Situation or Environment
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Houser, Daniel, Natalia Montinari, and Marco Piovesan. "Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior." Harvard Business School Working Paper, No. 12-073, February 2012.
  • October 1977
  • Article

Bargaining Ability, the Utility of Playing a Game, and Models of Coalition Formation

By: A. E. Roth
Keywords: Negotiation; Games, Gaming, and Gambling
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Roth, A. E. "Bargaining Ability, the Utility of Playing a Game, and Models of Coalition Formation." Journal of Mathematical Psychology 16 (October 1977): 153–160.
  • October 2020 (Revised August 2022)
  • Case

Epic Games: Nineteen Eighty-Fortnite

By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems.... View Details
Keywords: Mobile Platforms; Mobile App Industry; Mobile Payment Systems; Antitrust; Games, Gaming, and Gambling; Mobile and Wireless Technology; Lawsuits and Litigation; Entrepreneurship; Competitive Strategy; Digital Platforms; United States
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Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
  • 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.)
  • 18 Sep 2019
  • News

Level Up

later revealed to be 3 million viewers in just one year. Ruggiero, four-time women’s hockey Olympian and gold medalist, was on the board of the US Olympic Committee and a member of the International Olympic... View Details
Keywords: Paul Flannery and Dan Morrell; illustrations by Matt Chinworth
  • 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.)
  • August 1977
  • Article

The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game

By: J. K. Murnighan and A. E. Roth
Keywords: Communication; Information; Games, Gaming, and Gambling
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Murnighan, J. K., and A. E. Roth. "The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game." Management Science 23, no. 12 (August 1977): 1336–1348.
  • February 2011
  • Supplement

Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW)

By: Dennis Campbell and Francisco de Asis Martinez-Jerez
Datasets of gaming and hotel customers to perform analysis for the case. View Details
Keywords: Analytics and Data Science; Games, Gaming, and Gambling; Las Vegas
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Campbell, Dennis, and Francisco de Asis Martinez-Jerez. Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW). Harvard Business School Spreadsheet Supplement 111-711, February 2011.
  • 1980
  • Article

The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game

By: J. K. Murnighan and A. E. Roth
Keywords: Groups and Teams; Negotiation; Games, Gaming, and Gambling; Communication
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Murnighan, J. K., and A. E. Roth. "The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game." Journal of Personality and Social Psychology 39 (1980): 92–103.
  • 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.
  • October 2011 (Revised February 2012)
  • Case

One Game to Rule Them All: Lord of the Rings Online and the MMO Market

Keywords: Competition; Strategy; Business Model; Games, Gaming, and Gambling; Video Game Industry
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Halaburda, Hanna, William Collis, Rob McKeon, and Ivan Nausieda. "One Game to Rule Them All: Lord of the Rings Online and the MMO Market." Harvard Business School Case 712-434, October 2011. (Revised February 2012.)
  • December 1984
  • Article

The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory

By: A. E. Roth
Keywords: Labor; Markets; Theory; Games, Gaming, and Gambling
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Roth, A. E. "The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory." Journal of Political Economy 92, no. 6 (December 1984): 991–1016.
  • 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.
  • January 2018
  • Supplement

Peak Games: Hiring Priorities in Times of Rapid Growth (B)

By: William R. Kerr and Gamze Yucaoglu
On November 7, 2017, Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, had just closed the sale of Peak Games’ card games studio. This sale included three of the company’s top grossing games and half of its team. Sahin was happy... View Details
Keywords: Games; Gaming; Acquisitions; Exits; Private Sector; Decision; Games, Gaming, and Gambling; Emerging Markets; Acquisition; Entrepreneurship; For-Profit Firms; Business Model; Business Strategy; Competitive Advantage; Growth and Development Strategy; Decision Making; Value Creation; Leading Change; Management Teams; Technology Industry; Turkey
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Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (B)." Harvard Business School Supplement 818-084, January 2018.
  • 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.
  • 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.)
  • March 2021
  • Case

Astralis Group: Determining a Brand Strategy

By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for... View Details
Keywords: Brand Strategy; Esports; Video Games; Corporate Scope; Positioning; Ecosystem; Brands and Branding; Strategy; Business Ventures; Business Startups; Entrepreneurship; Ethics; Sports; Competitive Strategy; Value Creation; Diversification; Games, Gaming, and Gambling; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Denmark; Europe
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Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
  • January 2018
  • Case

Peak Games: Hiring Priorities in Times of Rapid Growth (A)

By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,... View Details
Keywords: Recruiting; Staffing; Emergent Countries; Entrepreneurial Management; Private Sector; Business Strategy; Decision; Growth Management; Games, Gaming, and Gambling; Selection and Staffing; Talent and Talent Management; Business Model; Growth and Development Strategy; Competitive Advantage; Value Creation; Organizational Culture; Decision Choices and Conditions; Technology Industry; Turkey
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Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
  • 21 Apr 2023
  • Research & Ideas

The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?

Players have long been able to buy virtual items with real money in video games, such as special weapons and features. But Nintendo raised the ire of parents and regulators in... View Details
Keywords: by Scott Van Voorhis; Video Game; Media & Broadcasting
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