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      • September 2017 (Revised July 2018)
      • Technical Note

      Virtual Reality and the Gaming Sector 2017

      By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
      This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform. View Details
      Keywords: Virtual Reality; Gaming; Strategy; Technological Innovation; Games, Gaming, and Gambling; Technology Platform
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      Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
      • Article

      China Gambles on Modernizing Through Urbanization

      By: Kristen Looney and Meg Rithmire
      Contemporary discussions of urbanization and urban construction in China tend to focus on “ghost towns” on the one hand or urbanization as China’s silver bullet to growth and reform on the other. In this paper, we detail what China calls its “New Urbanization Policy.”... View Details
      Keywords: Urban Development; Development Economics; Problems and Challenges; China
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      Looney, Kristen, and Meg Rithmire. "China Gambles on Modernizing Through Urbanization." Current History 116, no. 791 (September 2017): 203–209.
      • May 2017
      • Supplement

      Betfair (B), (C), and (D) Case Slides

      By: Ramon Casadesus-Masanell and John Heilbron
      Contains slides related to the Betfair B, C, and D cases.
      Abstracts:
      B) Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model.
      C) Prompted by a takeover bid from... View Details
      Keywords: Betfair; Exchange; Betting; Leisure Industry; Betting Markets; Market Design; Digital Platforms; Diversification; Business Model; Laws and Statutes; Entertainment and Recreation Industry; Financial Services Industry; Europe
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      Casadesus-Masanell, Ramon, and John Heilbron. "Betfair (B), (C), and (D) Case Slides." Harvard Business School PowerPoint Supplement 717-520, May 2017.
      • May 2017
      • Supplement

      Betfair (B)

      By: Ramon Casadesus-Masanell, John Heilbron and Neil Campbell
      Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model. View Details
      Keywords: Betfair; Exchange; Business Model; Betting; Leisure Industry; Market Design; Digital Platforms; Diversification; Financial Services Industry; Entertainment and Recreation Industry; Europe
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      Casadesus-Masanell, Ramon, John Heilbron, and Neil Campbell. "Betfair (B)." Harvard Business School Supplement 717-517, May 2017.
      • May 2017
      • Supplement

      Betfair (D)

      By: Ramon Casadesus-Masanell, John Heilbron and Neil Campbell
      Betfair reconsiders its approach to international gambling markets amid regulatory uncertainty. View Details
      Keywords: Betfair; Exchange; Betting; Leisure Industry; Laws and Statutes; Business Model; Entertainment and Recreation Industry; Europe
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      Casadesus-Masanell, Ramon, John Heilbron, and Neil Campbell. "Betfair (D)." Harvard Business School Supplement 717-519, May 2017.
      • Article

      Experience Theory, or How Desserts Are Like Losses

      By: Jolie M. Martin, Martin Reimann and Michael I. Norton
      While many experiments have explored risk preferences for money, few have systematically assessed risk preferences for everyday experiences. We propose a conceptual model and provide convergent evidence from seven experiments that, in contrast to a typical “zero”... View Details
      Keywords: Experiences; Monetary Gambles; Risk Preferences; Experience Theory; Risk and Uncertainty; Behavior; Decision Choices and Conditions
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      Martin, Jolie M., Martin Reimann, and Michael I. Norton. "Experience Theory, or How Desserts Are Like Losses." Journal of Experimental Psychology: General 145, no. 11 (November 2016): 1460–1472.
      • October 2016
      • Teaching Note

      Supply Chain Finance at Procter & Gamble

      By: Benjamin C. Esty and E. Scott Mayfield
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      Esty, Benjamin C., and E. Scott Mayfield. "Supply Chain Finance at Procter & Gamble." Harvard Business School Teaching Note 217-015, October 2016.
      • 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
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      Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
      • June 2016
      • Supplement

      Supply Chain Finance at Procter & Gamble Spreadsheet Supplement

      By: Benjamin C. Esty, Scott Mayfield and David Lane
      In April 2013, Procter & Gamble (P&G), the world’s largest consumer packaged goods (CPG) company, announced that it would extend its payment terms to suppliers by 30 days. At the same time, P&G announced a new supply chain financing (SCF) program giving suppliers the... View Details
      Keywords: Working Capital; Supply Chain Finance; Corporate Treasury; Consumer Packaged Goods; Value Creation; Supply Chain; Supplier Relationships; Banking; Liquidity; Accounts Payable; Accrual Accounting; Financial Reporting; Cash Flow; Cost Management; Banks and Banking; Financial Strategy; Multinational Firms and Management; Supply Chain Management; United States; Brazil
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      Esty, Benjamin C., Scott Mayfield, and David Lane. "Supply Chain Finance at Procter & Gamble Spreadsheet Supplement." Harvard Business School Spreadsheet Supplement 216-713, June 2016.
      • May 2016 (Revised May 2017)
      • Case

      Supply Chain Finance at Procter & Gamble

      By: Benjamin C. Esty, E. Scott Mayfield and David Lane
      In April 2013, Procter & Gamble (P&G), the world’s largest consumer packaged goods (CPG) company, announced that it would extend its payment terms to suppliers by 30 days. At the same time, P&G announced a new supply chain financing (SCF) program giving suppliers the... View Details
      Keywords: Working Capital; Supply Chain Finance; Corporate Treasury; Consumer Packaged Goods; Supply Chain; Supplier Relationships; Banking; Liquidity; Accounts Payable; Financial Reporting; Cash Flow; Cost Management; Banks and Banking; Financial Strategy; Multinational Firms and Management; Supply Chain Management; Accrual Accounting; Value Creation; Consumer Products Industry; Forest Products Industry; United States; Brazil
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      Esty, Benjamin C., E. Scott Mayfield, and David Lane. "Supply Chain Finance at Procter & Gamble." Harvard Business School Case 216-039, May 2016. (Revised May 2017.)
      • April 2016 (Revised February 2018)
      • Teaching Note

      Riot Games: Can Culture Survive Growth?

      By: Boris Groysberg and Michael Norris
      This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
      Keywords: Organizational Culture; Growth and Development Strategy; Games, Gaming, and Gambling; Video Game Industry
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      Groysberg, Boris, and Michael Norris. "Riot Games: Can Culture Survive Growth?" Harvard Business School Teaching Note 416-049, April 2016. (Revised February 2018.)
      • February 2016 (Revised March 2019)
      • Case

      Bankruptcy at Caesars Entertainment

      By: Kristin Mugford and David Chan
      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; Entertainment and Recreation Industry; Las Vegas
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      Mugford, Kristin, and David Chan. "Bankruptcy at Caesars Entertainment." Harvard Business School Case 216-052, February 2016. (Revised March 2019.)
      • October 2014 (Revised August 2018)
      • Case

      Caesars Entertainment

      By: Janice H. Hammond and Aldo Sesia
      This case describes the introduction of a regression analysis model for forecasting guest arrivals to Caesars Palace hotel in Las Vegas, Nevada. The company will use the forecast to staff the front desk in the hotel. The staff is unionized and the company has little... View Details
      Keywords: Forecasting; Staffing; Gaming; Gaming Industry; Hotel Industry; Decision Making; Forecasting and Prediction; Human Resources; Selection and Staffing; Entertainment; Games, Gaming, and Gambling; Operations; Service Delivery; Service Operations; Accommodations Industry; Travel Industry; Tourism Industry; Food and Beverage Industry; Las Vegas
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      Hammond, Janice H., and Aldo Sesia. "Caesars Entertainment." Harvard Business School Case 615-031, October 2014. (Revised August 2018.)
      • August 2014
      • Case

      Opening the Valve: From Software to Hardware (A)

      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 (A)." Harvard Business School Case 415-015, August 2014.
      • 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.)
      • 2014
      • Article

      Unequality: Who Gets What and Why It Matters

      By: Michael I. Norton
      Who should get what, and what are the consequences? Economic inequality in the United States has been rising for decades, yet only recently have behavioral scientists explored two central questions surrounding the optimal level of inequality. First, what are the... View Details
      Keywords: Inequality; Ethics; Productivity; Gambling; Equality and Inequality; Fairness; Income; Performance Productivity; United States
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      Norton, Michael I. "Unequality: Who Gets What and Why It Matters." Policy Insights from the Behavioral and Brain Sciences 1, no. 1 (2014): 151–155.
      • February 2014
      • Article

      'Last-place Aversion': Evidence and Redistributive Implications

      By: Ilyana Kuziemko, Ryan W. Buell, Taly Reich and Michael Norton
      We present evidence from laboratory experiments showing that individuals are "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... View Details
      Keywords: Income; Rank and Position; Attitudes
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      Kuziemko, Ilyana, Ryan W. Buell, Taly Reich, and Michael Norton. "'Last-place Aversion': Evidence and Redistributive Implications." Quarterly Journal of Economics 129, no. 1 (February 2014): 105–149.
      • June 2013 (Revised September 2015)
      • Case

      Procter & Gamble

      By: Jay W. Lorsch and Kathleen Durante

      On July 12, 2012, Bill Ackman's Pershing Square Capital Management announced publicly that it had purchased about $2 billion of Procter and Gamble (P&G) stock. Shares in the company closed up 3.75% the day the disclosure was made public. Ackman told the New York... View Details

      Keywords: Ackman; P&G; Pershing Square Capital Managment; Disruption; Management Succession; Crisis Management; Acquisition; Consumer Products Industry; Financial Services Industry
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      Lorsch, Jay W., and Kathleen Durante. "Procter & Gamble." Harvard Business School Case 413-127, June 2013. (Revised September 2015.)
      • Summer 2013
      • Response

      How Caesars Entertainment Is Betting on Sustainability: Response

      By: Michael W. Toffel
      One of the largest gaming companies in the world expanded its sustainability efforts using a scorecard to guide and goad managers. This response assesses Caesars Entertainment's CodeGreen scorecard, advocates a more comprehensive environmental assessment to target... View Details
      Keywords: Games, Gaming, and Gambling; Entertainment; Energy; Energy Conservation; Buildings and Facilities; Goals and Objectives; Corporate Social Responsibility and Impact; Performance Evaluation; Entertainment and Recreation Industry
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      Toffel, Michael W. "How Caesars Entertainment Is Betting on Sustainability: Response." MIT Sloan Management Review 54, no. 4 (Summer 2013): 72–73.
      • April 2013
      • Case

      Managing with Analytics at Procter & Gamble

      By: Thomas H. Davenport, Marco Iansiti and Alain Serels
      Senior management at P&G has put a strong emphasis on using data to make "better, smarter, real-time business decisions." The Global Business Services (GBS) organization has developed tools, systems and processes to provide managers throughout P&G with direct access to... View Details
      Keywords: Analytics; Data Management; Forecasting; Shared Services; Procter & Gamble; Laundry Detergent; Information Management; Forecasting and Prediction; Information Technology; Mathematical Methods; Consumer Products Industry; North America
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      Davenport, Thomas H., Marco Iansiti, and Alain Serels. "Managing with Analytics at Procter & Gamble." Harvard Business School Case 613-045, April 2013.
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