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Publications

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Filter Results: (182) Arrow Down Arrow Up

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  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)

Show Results For

  • All HBS Web  (182)
    • News  (46)
    • Research  (134)
  • Faculty Publications  (121)
← Page 6 of 182 Results →
  • Article

Expecting Continued Play in Prisoner's Dilemma Games: A Test of Three Models

By: J. K. Murnighan and A. E. Roth
Keywords: Games, Gaming, and Gambling
Citation
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Murnighan, J. K., and A. E. Roth. "Expecting Continued Play in Prisoner's Dilemma Games: A Test of Three Models." Journal of Conflict Resolution 27, no. 2 (June 1983): 279–300.
  • April 1978
  • Article

Two Person Games on Graphs

By: A. E. Roth
Keywords: Games, Gaming, and Gambling
Citation
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Roth, A. E. "Two Person Games on Graphs." Journal of Combinatorial Theory, Series B 24, no. 2 (April 1978): 238–241.
  • November 1, 2010
  • Article

The Mental Game of Breast Cancer, Part two

By: Nancy F. Koehn
Keywords: Games, Gaming, and Gambling
Citation
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Koehn, Nancy F. "The Mental Game of Breast Cancer, Part two." Huffington Post, The Blog (November 1, 2010).
  • 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.
  • June 1975
  • Article

The Information Revealed in Infinitely Repeated Games of Incomplete Information

By: Elon Kohlberg
Keywords: Games, Gaming, and Gambling; Information
Citation
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Kohlberg, Elon. "The Information Revealed in Infinitely Repeated Games of Incomplete Information." International Journal of Game Theory 4, no. 2 (June 1975): 57–59.
  • September 2017
  • Case

Tencent

By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Asia; China; Canton (province, China)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
  • 01 Sep 2017
  • News

The Biggest Industry You’ve Never Heard Of

United States became a big part of the phenomenon. Twitch, which launched in 2011 as the YouTube of gaming, was designed for watching and streaming video game play and... View Details
Keywords: April White; illustration by Brian Stauffer; esports; Twitch; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
  • September 1979
  • Article

An Impossibility Result Concerning n-Person Bargaining Games

By: A. E. Roth
Keywords: Negotiation; Games, Gaming, and Gambling
Citation
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Roth, A. E. "An Impossibility Result Concerning n-Person Bargaining Games." International Journal of Game Theory 8, no. 3 (September 1979): 129–132.
  • January 2009 (Revised January 2010)
  • Case

Responding to the Wii?

By: Andrei Hagiu and Hanna Halaburda
After years of gaming console industry leadership, how should Sony respond to the overwhelming success of competitor Nintendo's user-friendly Wii over Sony's high-tech PlayStation 3? It was August 2008 and Kazuo Hirai, chief executive of Sony Computer Entertainment... View Details
Keywords: Games, Gaming, and Gambling; Two-Sided Platforms; Industry Structures; Competitive Strategy; Electronics Industry; Video Game Industry
Citation
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Hagiu, Andrei, and Hanna Halaburda. "Responding to the Wii?" Harvard Business School Case 709-448, January 2009. (Revised January 2010.)
  • Article

Digital Chess

By: D. B. Yoffie
Keywords: Information Technology; Games, Gaming, and Gambling
Citation
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Yoffie, D. B. "Digital Chess." World Link 11, no. 1 (January–February 1998): 32–34.
  • March 1975
  • Article

Optimal Strategies in Repeated Games with Incomplete Information

By: Elon Kohlberg
Keywords: Games, Gaming, and Gambling; Strategy; Information
Citation
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Kohlberg, Elon. "Optimal Strategies in Repeated Games with Incomplete Information." International Journal of Game Theory 4, no. 1 (March 1975): 7 – 24.
  • 01 Dec 2004
  • News

Pyramid Scheme

Start with a 6,000-square-foot space. Pack it with some $1 million of high-tech sound effects and visuals to create a pulsing, interactive world that combines elements of video games, theme parks, View Details
Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • 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
Citation
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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.
  • 01 Mar 2010
  • News

You Have to Save to Win

Playing off the popularity of lottery games, HBS professor Peter Tufano has designed a savings program called “Save to Win,” now being tested at eight credit unions in Michigan. To participate, individuals open a one-year certificate of... View Details
Keywords: Securities, Commodities, and Other Financial Investments; Securities, Commodities, and Other Financial Investments; Securities, Commodities, and Other Financial Investments; Securities, Commodities, and Other Financial Investments
  • 01 Dec 1999
  • News

Pinball Wizard

the city's most recognizable landmarks" filled with video and arcade games, where, for example, "electronic baseball games await players in a circular room designed like Yankee Stadium." Broadway City... View Details
  • June 1978
  • Article

Large Group Bargaining in a Characteristic Function Game

By: J. K. Murnighan and A. E. Roth
Keywords: Groups and Teams; Negotiation; Games, Gaming, and Gambling
Citation
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Murnighan, J. K., and A. E. Roth. "Large Group Bargaining in a Characteristic Function Game." Journal of Conflict Resolution 22, no. 2 (June 1978): 299–317.
  • 01 Apr 2002
  • News

Gold Mettle

City bidders interested in landing the Games, and to make matters worse, the local organizing committee was in financial and organizational disarray. The scandalous situation... View Details
Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
  • January 1991
  • Article

Game Theory as a Part of Empirical Economics

By: A. E. Roth
Keywords: Games, Gaming, and Gambling; Theory; Economics
Citation
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Roth, A. E. "Game Theory as a Part of Empirical Economics." Economic Journal 101 (January 1991): 107–114.
  • 2008
  • Working Paper

Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls

By: Guillaume R. Frechette, Alvin E. Roth and M. Utku Unver
Many markets have "unraveled" and experienced inefficient, early, dispersed transactions, and subsequently developed institutions to delay transaction timing. However, it has previously proved difficult to measure and identify the resulting efficiency gains. Prior to... View Details
Keywords: Games, Gaming, and Gambling; Television Entertainment; Market Timing; Market Transactions; Marketplace Matching; Sports Industry
Citation
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Frechette, Guillaume R., Alvin E. Roth, and M. Utku Unver. "Unraveling Yields Inefficient Matchings: Evidence from Post-season College Football Bowls." Harvard Business School Working Paper, No. 09-010, July 2008.
  • 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
Citation
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Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
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