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- All HBS Web
(1,949)
- People (4)
- News (561)
- Research (1,082)
- Events (10)
- Multimedia (22)
- Faculty Publications (635)
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- September 2009 (Revised May 2019)
- Case
The London 2012 Olympic Games
By: John T. Gourville and Marco Bertini
It's 2009 and Paul Williamson, Head of Ticketing, must finalize ticket prices for the 2012 London Olympic Games. Yet, there are many criteria to consider. First, given the importance of ticketing to the Games' bottom line, he has a strong incentive to maximize... View Details
Keywords: Pricing; Customer Satisfaction; Price; Strategy; Profit; Revenue; Sales; Sports Industry; London
Gourville, John T., and Marco Bertini. "The London 2012 Olympic Games." Harvard Business School Case 510-039, September 2009. (Revised May 2019.)
- May 2008 (Revised June 2010)
- Teaching Note
Laurence Longren: End Game (TN)
By: Howard H. Stevenson and Shirley Spence
Teaching Note for [808-076]. View Details
- June 2005
- Case
Billy Beane: Changing the Game
Describes how Billy Beane, general manager of the Oakland A's baseball team, employs statistical methodologies to select who is undervalued in the marketplace. Examines why few teams have imitated his organization's successful strategy. Explores threats to Oakland's... View Details
Roberto, Michael. "Billy Beane: Changing the Game." Harvard Business School Case 305-120, June 2005.
- February 1995 (Revised July 1995)
- Case
Power Play (A): Nintendo in 8-bit Video Games
The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the... View Details
Brandenburger, Adam M., Monique Burnett, and Julia Kou. "Power Play (A): Nintendo in 8-bit Video Games." Harvard Business School Case 795-102, February 1995. (Revised July 1995.)
- 2016
- Chapter
Deriving an Optimally Deceptive Policy in Two-Player Iterated Games
By: Elisabeth Paulson and Christopher Griffin
We formulate the problem of determining an optimally deceptive strategy in a repeated game framework. We assume that two players are engaged in repeated play. During an initial time period, Player 1 may deceptively train his opponent to expect a specific strategy. The... View Details
Paulson, Elisabeth, and Christopher Griffin. "Deriving an Optimally Deceptive Policy in Two-Player Iterated Games." In Proceedings of 2016 American Control Conference. IEEE Press, 2016. (Developed with Booz Allen Hamilton.)
- Article
The New New Product Development Game
By: Hirotaka Takeuchi and Ikujiro Nonaka
Takeuchi, Hirotaka, and Ikujiro Nonaka. "The New New Product Development Game." Harvard Business Review 64, no. 1 (January–February 1986).
- February 2000 (Revised June 2001)
- Case
Note on Home Video Game Technology and Industry Structure
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. This case provides general information about the industry, allowing for subsequent cases in the series to focus on competitive... View Details
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure." Harvard Business School Case 700-107, February 2000. (Revised June 2001.)
- 1998
- Chapter
Can Negotiators Outperform Game Theory?
By: M. H. Bazerman, R. Gibbons, L. Thompson and K. L. McGinn
Bazerman, M. H., R. Gibbons, L. Thompson, and K. L. McGinn. "Can Negotiators Outperform Game Theory?" Chap. 4 in Debating Rationality: Nonrational Aspects of Organizational Decision Making, edited by J. Halpern and R. N. Stern, 78–98. Ithaca, NY: ILR Press, 1998. (Reprinted in A. Rau, E. Sherman, & S. Peppet (Eds.), Processes of Dispute Resolution, Foundation Press, 2002.)
- 21 Apr 2023
- Research & Ideas
The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?
Camp. That same year, the US Federal Trade Commission said it would investigate loot boxes, which critics liken to a slot machine or a scratch ticket that's more accessible to children. The video game industry pushed back hard, arguing... View Details
- Article
Delayed-Response Strategies in Repeated Games with Observation Lags
By: Drew Fudenberg, Yuhta Ishii and Scott Duke Kominers
We extend the folk theorem of repeated games to two settings in which players' information about others' play arrives with stochastic lags. In our first model, signals are almost-perfect if and when they do arrive, that is, each player either observes an almost-perfect... View Details
Fudenberg, Drew, Yuhta Ishii, and Scott Duke Kominers. "Delayed-Response Strategies in Repeated Games with Observation Lags." Journal of Economic Theory 150 (March 2014): 487–514.
- February 2004 (Revised November 2004)
- Case
Note on Home Video Game Technology and Industry Structure (Abridged)
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry. View Details
Keywords: Technology; Competitive Advantage; Competitive Strategy; Supply and Industry; Video Game Industry
Coughlan, Peter J. "Note on Home Video Game Technology and Industry Structure (Abridged)." Harvard Business School Case 704-488, February 2004. (Revised November 2004.)
- November 2023
- Case
Big Media's Game of Thrones
By: Emily McComb and Marco Sammon
McComb, Emily, and Marco Sammon. "Big Media's Game of Thrones." Harvard Business School Case 224-045, November 2023.
- August 2008 (Revised April 2012)
- Supplement
Real Property Negotiation Game (B): Seller, Las Vegas Pines
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. The seller case, Las... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (B): Seller, Las Vegas Pines." Harvard Business School Supplement 209-037, August 2008. (Revised April 2012.)
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game (A): Buyer Case, Celia Hernandez
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the buyer case... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Buyer Case, Celia Hernandez." Harvard Business School Case 209-034, August 2008. (Revised April 2012.)
- April 1995 (Revised July 1995)
- Case
Power Play (C): 3DO in 32-bit Video Games
The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about... View Details
Brandenburger, Adam M. "Power Play (C): 3DO in 32-bit Video Games." Harvard Business School Case 795-104, April 1995. (Revised July 1995.)
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game (A): Seller Case, Raleigh Commons
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the seller... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Seller Case, Raleigh Commons." Harvard Business School Case 209-039, August 2008. (Revised April 2012.)
- December 2016
- Simulation
Venture Capital and Private Equity Game
By: Matthew Rhodes-Kropf, Josh Lerner, G. Felda Hardymon and Nathaniel Burbank
The Venture Capital and Private Equity Simulation enables groups of students to play the role of either an early or later stage private equity firm. Within the simulation, students raise funds, search for companies to invest in, complete deals, and manage a portfolio... View Details
- Research Summary
An Impossibility Theorem on Beliefs in Games (with H. Jerome Keisler)
A 'paradox' of self-reference in beliefs in games is identified, which yields a game-theoretic impossibility theorem akin to (a weak form of) Tarski's Theorem of mathematical logic. A rough interpretation of the theorem is that if a model of a game is available to the... View Details
- August 2010
- Teaching Note
The London 2012 Olympic Games (TN)
By: John T. Gourville and Marco Bertini
Teaching Note for 510039. View Details