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

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

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      • February 2006
      • Supplement

      Gary Loveman of Harrah's at Harvard Business School: Harrah's Total Rewards

      By: John A. Deighton
      Keywords: Games, Gaming, and Gambling; Accommodations Industry
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      Deighton, John A. "Gary Loveman of Harrah's at Harvard Business School: Harrah's Total Rewards." Harvard Business School Video Supplement 506-709, February 2006.
      • January 2005 (Revised August 2006)
      • Case

      Lean Forward Media

      By: Teresa M. Amabile and Victoria Winston
      Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in... View Details
      Keywords: Decision Choices and Conditions; Early Childhood Education; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Management Practices and Processes; Risk Management; Partners and Partnerships; Opportunities; Creativity
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      Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
      • July 2004 (Revised March 2007)
      • Case

      Sony EyeToy

      By: Anita Elberse and Youngme E. Moon
      In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
      Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
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      Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
      • July 2004 (Revised July 2005)
      • Case

      Activision: The 'Kelly Slater's Pro Surfer' Project

      By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
      Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the... View Details
      Keywords: Games, Gaming, and Gambling; Product Development; Customer Satisfaction; Projects; Business or Company Management; Product Launch; Marketing Strategy; Decision Choices and Conditions; Industry Structures; Innovation Strategy; Entertainment and Recreation Industry; United States
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      MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
      • January 2004 (Revised October 2006)
      • Case

      Electronic Arts in Online Gaming

      By: Thomas R. Eisenmann and Justin Wong
      Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
      Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
      • October 2003
      • Article

      Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games

      By: David J. Cooper, Nick Feltovich, Alvin E. Roth and Rami Zwick
      Keywords: Strategy; Behavior; Games, Gaming, and Gambling
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      Cooper, David J., Nick Feltovich, Alvin E. Roth, and Rami Zwick. "Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games." Experimental Economics 6, no. 2 (October 2003): 181–207.
      • February 2003
      • Supplement

      The Baseball Strike

      By: Anita M. McGahan and Jan W. Rivkin
      Data spreadsheet for use with case (9-796-059), The Baseball Strike. Download Only. (Exhibits 8 and 10). View Details
      Keywords: Games, Gaming, and Gambling
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      McGahan, Anita M., and Jan W. Rivkin. "The Baseball Strike." Harvard Business School Spreadsheet Supplement 703-753, February 2003.
      • July– September 2002
      • Article

      Predictive Value and the Usefulness of Game Theoretic Models

      By: Ido Erev, Alvin E. Roth, Robert L. Slonim and Greg Barron
      Keywords: Value; Games, Gaming, and Gambling; Theory
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      Erev, Ido, Alvin E. Roth, Robert L. Slonim, and Greg Barron. "Predictive Value and the Usefulness of Game Theoretic Models." International Journal of Forecasting 18, no. 3 (July– September 2002): 359–368.
      • August 2001 (Revised September 2002)
      • Case

      Sony PlayStation2 (A)

      By: Rohit Deshpande and Seth Schulman
      In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
      Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States
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      Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
      • 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; Entertainment and Recreation 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.
      • February 1999 (Revised November 2009)
      • Case

      Michael Brown: Negotiating Slots at Foxwoods (A)

      By: James K. Sebenius
      The issues of the impending negotiation between the CEO of Foxwoods and the governor of Connecticut over lifting the ban on slot machines at Foxwoods are presented. Reviews the gaming business in the United States, the special history of Indian gaming, the Pequot... View Details
      Keywords: Financial Crisis; Games, Gaming, and Gambling; Policy; Negotiation Deal; Business and Government Relations; Entertainment and Recreation Industry; Connecticut
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      Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (A)." Harvard Business School Case 899-234, February 1999. (Revised November 2009.)
      • February 1999 (Revised August 1999)
      • Case

      Michael Brown: Negotiating Slots at Foxwoods (B)

      By: James K. Sebenius
      The approach taken by Michael Brown and Governor Lowell Weicker and the means by which the agreement's sustainability was enhanced in the face of attacks by other gaming operators are detailed. View Details
      Keywords: Games, Gaming, and Gambling; Agreements and Arrangements; Government and Politics; Entertainment and Recreation Industry; Connecticut
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      Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (B)." Harvard Business School Case 899-235, February 1999. (Revised August 1999.)
      • September 1998
      • Article

      Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria

      By: Ido Erev and A. E. Roth
      Keywords: Games, Gaming, and Gambling; Forecasting and Prediction; Learning; Strategy
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      Erev, Ido, and A. E. Roth. "Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria." American Economic Review 88, no. 4 (September 1998): 848–881.
      • Article

      Digital Chess

      By: D. B. Yoffie
      Keywords: Information Technology; Games, Gaming, and Gambling
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      Yoffie, D. B. "Digital Chess." World Link 11, no. 1 (January–February 1998): 32–34.
      • August 1997
      • Article

      Independence on Relative Probability Spaces and Consistent Assessments in Game Trees

      By: Elon Kohlberg and Philip J. Reny
      Keywords: Games, Gaming, and Gambling
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      Kohlberg, Elon, and Philip J. Reny. "Independence on Relative Probability Spaces and Consistent Assessments in Game Trees." Journal of Economic Theory 75, no. 2 (August 1997): 280 – 313.
      • Article

      Considerations of Fairness and Strategy: Experimental Data from Sequential Games

      By: V. Prasnikar and A. E. Roth
      Keywords: Fairness; Strategy; Analytics and Data Science; Games, Gaming, and Gambling
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      Prasnikar, V., and A. E. Roth. "Considerations of Fairness and Strategy: Experimental Data from Sequential Games." Quarterly Journal of Economics 107, no. 3 (August 1992): 865–888.
      • January 1991
      • Article

      Game Theory as a Part of Empirical Economics

      By: A. E. Roth
      Keywords: Games, Gaming, and Gambling; Theory; Economics
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      Roth, A. E. "Game Theory as a Part of Empirical Economics." Economic Journal 101 (January 1991): 107–114.
      • 1988
      • Chapter

      The Expected Utility of Playing a Game

      By: A. E. Roth
      Keywords: Game Theory; Games, Gaming, and Gambling; Motivation and Incentives
      Citation
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      Roth, A. E. "The Expected Utility of Playing a Game." In The Shapley Value: Essays in Honor of Lloyd S. Shapley, edited by A. E. Roth, 51–70. Cambridge University Press, 1988.
      • 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
      Citation
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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.
      • November 1983
      • Article

      Subjective Probability and the Theory of Games: Some Further Comment

      By: A. E. Roth and F. Schoumaker
      Keywords: Theory; Games, Gaming, and Gambling
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      Roth, A. E., and F. Schoumaker. "Subjective Probability and the Theory of Games: Some Further Comment." Management Science 29, no. 11 (November 1983): 1337–1340.
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