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- October 2021
- Article
Changing Gambling Behavior through Experiential Learning
By: Shawn A. Cole, Martin Abel and Bilal Zia
This paper tests experiential learning as a debiasing tool to reduce gambling in South Africa, through a randomized field experiment. The study implements a simple, interactive game that simulates the odds of winning the national lottery through dice rolling.... View Details
Keywords: Debiasing; Experiential Learning; Behavioral Economics; Financial Education; Learning; Games, Gaming, and Gambling; Behavior; Decision Making
Cole, Shawn A., Martin Abel, and Bilal Zia. "Changing Gambling Behavior through Experiential Learning." World Bank Economic Review 35, no. 3 (October 2021): 745–763.
- August 2021
- Supplement
Dirk Nowitzki: Changing the Game
By: Boris Groysberg
NBA Superstar Dirk Nowitzki was unsure whether the 2018–2019 season would be his last as an NBA player. He had not faced such uncertainty since 1998, when he had navigated a difficult decision regarding the timing of his move to the NBA. He also did not know what he... View Details
Keywords: Career Decisions; Career Journey; "Sports Organizations,; Mentoring; Retirement; Sports; Performance; Training; Personal Development and Career; Decision Making; Talent and Talent Management; Sports Industry; United States
Groysberg, Boris. "Dirk Nowitzki: Changing the Game." Harvard Business School Multimedia/Video Supplement 421-710, August 2021.
- August 2021
- Supplement
The London 2012 Olympic Games Video Supplement
Gourville, John T. "The London 2012 Olympic Games Video Supplement." Harvard Business School Multimedia/Video Supplement 521-718, August 2021.
- Article
Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences
By: Valerio Capraro, Jillian J. Jordan and Ben Tappin
A growing body of work suggests that people are sensitive to moral framing in economic games involving prosociality, suggesting that people hold moral preferences for doing the “right thing”. What gives rise to these preferences? Here, we evaluate the explanatory power... View Details
Keywords: Moral Preferences; Moral Frames; Observability; Trustworthiness; Trust Game; Trade-off Game; Moral Sensibility; Reputation; Behavior; Trust
Capraro, Valerio, Jillian J. Jordan, and Ben Tappin. "Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences." Journal of Experimental Social Psychology 94 (May 2021).
- 2021
- Working Paper
MLS as a Sports Product—The Prominence of the World's Game in the U.S.
By: Stephen A. Greyser and Kenneth Cortsen
The purpose of this Working Paper is to analyze how soccer at the professional level in the U.S., with Major League Soccer as a focal point, has developed over the span of a quarter of a century. It is worthwhile to examine the growth of Major League Soccer (MLS) from... View Details
Keywords: Soccer; Major League Soccer; Sports; Growth and Development; Organizational Structure; Business Model; Sports Industry; United States
Greyser, Stephen A., and Kenneth Cortsen. "MLS as a Sports Product—The Prominence of the World's Game in the U.S." Harvard Business School Working Paper, No. 21-111, March 2021. (Revised April 2021.)
- 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; Sports 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.
- 2021
- Working Paper
Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment
By: Patrick J. Ferguson and Karim R. Lakhani
Contests that are designed to be consumed for entertainment by non-contestants are a fixture of economic, cultural and political life. In this paper, we examine whether individuals prefer to consume contests that have more uncertain outcomes. We look to... View Details
Keywords: Contest Design; Information Preferences; Consumer Demand; Sports; Entertainment; Games, Gaming, and Gambling; Demand and Consumers; Outcome or Result
Ferguson, Patrick J., and Karim R. Lakhani. "Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment." Harvard Business School Working Paper, No. 21-087, February 2021.
- 2021
- Working Paper
Exclusive Dealing and Entry by Competing Two-Sided Platforms
By: Cristian Chica, Kenneth Chuk and Jorge Tamayo
We study competition between horizontally differentiated platforms offering exclusive and non-exclusive contracts to one side of the market (content providers). The introduction of non-exclusive contracts in addition to exclusive contracts softens the competition for... View Details
Keywords: Two-Sided Markets; Platform Price Competition; Network Externalities; Exclusive Contracts; Multi-homing; Digital Platforms; Price; Competition; Contracts
Chica, Cristian, Kenneth Chuk, and Jorge Tamayo. "Exclusive Dealing and Entry by Competing Two-Sided Platforms." Harvard Business School Working Paper, No. 21-092, March 2021. (R&R International Journal of Industrial Organization.)
- February 2021
- Article
Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence
By: Tommy Pan Fang, Andy Wu and David R. Clough
Software platforms create value by cultivating an ecosystem of complementary products and services. Existing explanations for how a prospective complementor chooses platforms to join assume the complementor has rich information about the range of available platforms.... View Details
Keywords: Innovation Ecosystems; Technology Diffusion; Hackathon; Contagion; Software Applications; Software Development; Software Engineering; Technology Strategy; Technology Adoption; Technological Innovation; Information Infrastructure; Innovation Strategy; Digital Platforms; Network Effects; Applications and Software; Information Technology; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry
Fang, Tommy Pan, Andy Wu, and David R. Clough. "Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence." Art. 1. Strategic Management Journal 42, no. 2 (February 2021): 233–272. (Lead article.)
- 2021
- Working Paper
Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences
By: Valerio Capraro, Jillian J. Jordan and Ben Tappin
A growing body of work suggests that people are sensitive to moral framing in economic games involving prosociality, suggesting that people hold moral preferences for doing the “right thing”. What gives rise to these preferences? Here, we evaluate the explanatory power... View Details
Keywords: Moral Preferences; Moral Frames; Observability; Trustworthiness; Trust Game; Trade-off Game; Moral Sensibility; Reputation; Behavior; Trust
Capraro, Valerio, Jillian J. Jordan, and Ben Tappin. "Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences." Working Paper, January 2021.
- December 2020
- Case
Tencent: Combining Technology and Culture
By: Elie Ofek, Billy Chan and Dawn H. Lau
Tencent, one of the largest Internet conglomerates in China, had a vision to become a "Tech+Culture" firm. With dominant market shares in online games and social networking, it had built a vast Internet-based entertainment ecosystem, and was now focused on cultural... View Details
Keywords: Media Franchise; Marketing; Market Entry and Exit; Product Launch; Strategy; Culture; China
Ofek, Elie, Billy Chan, and Dawn H. Lau. "Tencent: Combining Technology and Culture." Harvard Business School Case 521-066, December 2020.
- 2023
- Working Paper
Personalized Game Design for Improved User Retention and Monetization in Freemium Games
By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing
digital games is setting the level of difficulty, which essentially regulates the user’s ability to
progress within the game. This aspect is particularly significant in... View Details
Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile and Wireless Technology; Customers; Retention; Product Design; Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
- November 3, 2020
- Editorial
What Is the End Game of U.S.-China Competition?: Could the Two Sides Agree on a Modus Vivendi? If So, What Would It Look Like?
By: Andy Zelleke
Zelleke, Andy. "What Is the End Game of U.S.-China Competition? Could the Two Sides Agree on a Modus Vivendi? If So, What Would It Look Like?" The Diplomat (November 3, 2020).
- 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
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- October 2020 (Revised March 2021)
- Case
Pete Carroll: Building a Winning Organization through Purpose, Caring, and Inclusion
By: Ranjay Gulati, Matthew Breitfelder and Monte Burke
Competing at the highest levels of the National Football League (NFL) requires tremendous skill, dedication and persistence. The most successful coaches in the NFL know how to draw out a higher level of performance and consistency from their players. This is typically... View Details
Keywords: National Football League; Leadership Style; Organizational Culture; Mission and Purpose; Relationships; Performance; Success; Sports; Sports Industry
Gulati, Ranjay, Matthew Breitfelder, and Monte Burke. "Pete Carroll: Building a Winning Organization through Purpose, Caring, and Inclusion." Harvard Business School Case 421-020, October 2020. (Revised March 2021.)
- October 2020
- Article
Collusion in Markets with Syndication
By: John William Hatfield, Scott Duke Kominers, Richard Lowery and Jordan M. Barry
Markets for IPOs and debt issuances are syndicated, in the sense that a bidder who wins a contract may invite losing bidders to join a syndicate that together fulfills the contract. We show that in markets with syndication, standard intuitions from industrial... View Details
Keywords: Collusion; Antitrust; IPO Underwriting; Syndication; "Repeated Games"; Markets; Game Theory
Hatfield, John William, Scott Duke Kominers, Richard Lowery, and Jordan M. Barry. "Collusion in Markets with Syndication." Journal of Political Economy 128, no. 10 (October 2020).
- 2020
- Working Paper
Reverse Information Sharing: Reducing Costs in Supply Chains with Yield Uncertainty
By: Pavithra Harsha, Ashish Jagmohan, Retsef Levi, Elisabeth Paulson and Georgia Perakis
Supply uncertainty in produce supply chains presents major challenges to retailers. Supply shortages create frequent disruptions in terms of promised delivery times, quantity and quality delivered. To alleviate these challenges, dual sourcing--a strategy in which... View Details
Keywords: Information Sharing; Yield Uncertainty; Ration Gaming; Blockchain; Supply Chain; Risk and Uncertainty
Harsha, Pavithra, Ashish Jagmohan, Retsef Levi, Elisabeth Paulson, and Georgia Perakis. "Reverse Information Sharing: Reducing Costs in Supply Chains with Yield Uncertainty." MIT Sloan Research Paper, No. 6172-20, October 2020.
- September 2020 (Revised May 2024)
- Case
Hot Wheels: Launching The Mixed Play Experience
By: Elie Ofek, Andres Terech and Nicole Tempest Keller
Chris Down, Global Brand General Manager for Hot Wheels, and his team from the Advanced Play Group within Mattel, Inc., had developed an entirely new “mixed play” product experience that blended familiar Hot Wheels play in the physical world with breakthrough play in... View Details
Keywords: Toys; Go-to-market Strategy; Product Development; Technological Innovation; Product Launch; Product Positioning; Decision Making; Marketing; Strategy; Los Angeles
Ofek, Elie, Andres Terech, and Nicole Tempest Keller. "Hot Wheels: Launching The Mixed Play Experience." Harvard Business School Case 521-017, September 2020. (Revised May 2024.)
- September 2020 (Revised December 2020)
- Case
Hot Wheels at Mattel: Reinventing the Wheel
By: Elie Ofek, Andres Terech and Nicole Tempest Keller
In 2017, Chris Down, Global Brand General Manager for Hot Wheels, and his team from the Advanced Play Group within Mattel, Inc., were considering which innovation path to pursue in order to "future proof" the Hot Wheels franchise going forward. Hot Wheels was the... View Details
Keywords: Toys; Industry Evolution; Innovation Strategy; Product Development; Growth and Development Strategy; Technological Innovation; Organizational Change and Adaptation; Decision Making; Digital Transformation
Ofek, Elie, Andres Terech, and Nicole Tempest Keller. "Hot Wheels at Mattel: Reinventing the Wheel." Harvard Business School Case 521-015, September 2020. (Revised December 2020.)
- August 2020 (Revised June 2021)
- Case
Skillz: Esports and Skill-Based Mobile Gaming
By: Andy Wu, David B. Yoffie and George Gonzalez
Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)