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- All HBS Web (183)
- Faculty Publications (121)
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- 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
- 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
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.)
- 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
- 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
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.
- October 2011 (Revised February 2012)
- Case
One Game to Rule Them All: Lord of the Rings Online and the MMO Market
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.)
- 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
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
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.
- December 1984
- Article
The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory
By: A. E. Roth
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
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
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
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
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
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
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
- 26 Mar 2024
- Research & Ideas
How Humans Outshine AI in Adapting to Change
the flexibility of AI versus humans in adjusting to new situations, the authors set up four video games, outlining certain tasks for humans and several popular game-playing AI algorithms to complete. The... View Details
- 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
Nicholas, Tom, and David Chen. "Al Capone." Harvard Business School Case 809-144, April 2009. (Revised June 2020.)
- 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
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- October 2016
- Case
Supercell
By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- 2006
- Book
3-D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals
By: David Lax and James K. Sebenius
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.