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      • September 2006
      • Article

      Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation

      By: Yoella Bereby-Meyer and Alvin E. Roth
      Keywords: Cooperation; Learning; Games, Gaming, and Gambling
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      Bereby-Meyer, Yoella, and Alvin E. Roth. "Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation." American Economic Review 96, no. 4 (September 2006): 1029–1042.
      • March 2006 (Revised September 2006)
      • Case

      Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel

      By: Dennis Campbell, Francisco de Asis Martinez-Jerez, Marc Epstein and Joshua Bellin
      The MGM Grand Hotel in Las Vegas had detailed information on loyal gaming customers, but could its information systems also be tailored to nongaming customers? As the nongaming business sectors became increasingly profitable both at the MGM Grand and in Las Vegas... View Details
      Keywords: Games, Gaming, and Gambling; Customer Relationship Management; Customer Value and Value Chain; Entertainment and Recreation Industry; Accommodations Industry; Nevada
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      Campbell, Dennis, Francisco de Asis Martinez-Jerez, Marc Epstein, and Joshua Bellin. "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel." Harvard Business School Case 106-029, March 2006. (Revised September 2006.)
      • 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.
      • December 2005 (Revised February 2019)
      • Case

      Brighter Smiles for the Masses--Colgate vs. P&G

      By: Felix Oberholzer-Gee, Dennis Yao and Filipa Azevedo Jorge
      In 2000, Procter & Gamble Co. introduced Crest Whitestrips, a new, revolutionary product that allowed consumers to whiten their teeth at home. With Whitestrips, P&G created an entire new category in oral care, worth $460 million in 2002. Whitestrips sent P&G's main... View Details
      Keywords: Competitive Advantage; Competitive Strategy; Advertising; Product Launch; Patents; Price; Performance Effectiveness; Consumer Products Industry
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      Oberholzer-Gee, Felix, Dennis Yao, and Filipa Azevedo Jorge. "Brighter Smiles for the Masses--Colgate vs. P&G." Harvard Business School Case 706-435, December 2005. (Revised February 2019.)
      • August 2005 (Revised December 2006)
      • Case

      Procter & Gamble: Electronic Data Capture and Clinical Trial Management

      By: Robert S. Huckman and Mark J. Cotteleer
      Considers whether the management of Procter & Gamble (P&G) Pharmaceuticals should adopt Web-based electronic data capture (EDC) as the default standard for the management of its clinical drug trials. Provides a detailed description of the existing paper-based process... View Details
      Keywords: Health Testing and Trials; Internet and the Web; Information Technology; Adoption; Business Processes; Industry Structures; Technological Innovation; Service Operations; Pharmaceutical Industry; United States
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      Huckman, Robert S., and Mark J. Cotteleer. "Procter & Gamble: Electronic Data Capture and Clinical Trial Management." Harvard Business School Case 606-033, August 2005. (Revised December 2006.)
      • February 2005
      • Article

      European Integration and Corporate Restructuring: The Strategy of Unilever c1957-c1990

      By: Geoffrey Jones and Peter Miskell
      This article examines the role of the large Anglo-Dutch consumer products company in promoting European integration. It shows that Unilever contributed financially to campaigns to support the creation of the European Union, and its subsequent expansion, despite a... View Details
      Keywords: Horizontal Integration; Organizations; Policy; Expansion; Market Transactions; Geographic Location; Restructuring; Competition; Brands and Branding; Production; Capital Structure; Value; Consumer Products Industry; European Union; United States
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      Jones, Geoffrey, and Peter Miskell. "European Integration and Corporate Restructuring: The Strategy of Unilever c1957-c1990." Economic History Review 58, no. 1 (February 2005): 113–139.
      • 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.)
      • April 2004 (Revised June 2004)
      • Case

      Entrepreneurship Goes Global: ResMed's Gamble

      By: Christopher A. Bartlett, Andrew N. McLean and Meg Glinska
      On the basis of its innovative medical device for treating sleep apnea, CEO Peter Farrell has made Australian-born ResMed a successful global company. But the company is struggling to implement a strategy to expand the device from its focused core market to a much... View Details
      Keywords: Business Model; Globalization; Innovation and Management; Management; Marketing Channels; Production; Expansion; Medical Devices and Supplies Industry
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      Bartlett, Christopher A., Andrew N. McLean, and Meg Glinska. "Entrepreneurship Goes Global: ResMed's Gamble." Harvard Business School Case 304-051, April 2004. (Revised June 2004.)
      • 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; Electronics 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.)
      • November 2003
      • Case

      Procter & Gamble 2000 (A): The SpinBrush and Innovation at P&G

      By: William A. Sahlman and Ryland Matthew Willis
      Describes a set of decisions confronting some managers in the oral care division of Procter & Gamble. They must decide whether to buy a company that has developed an inexpensive, battery-operated toothbrush. The company's product has done well in one market, but... View Details
      Keywords: Valuation; Innovation and Management; Corporate Entrepreneurship; Mergers and Acquisitions; Product Launch; Corporate Finance; Retail Industry
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      Sahlman, William A., and Ryland Matthew Willis. "Procter & Gamble 2000 (A): The SpinBrush and Innovation at P&G." Harvard Business School Case 804-099, November 2003.
      • November 2003
      • Case

      Procter & Gamble 2000 (B)

      By: William A. Sahlman and Ryland Matthew Willis
      Supplements the (A) case. View Details
      Keywords: Valuation; Innovation and Management; Corporate Entrepreneurship; Mergers and Acquisitions; Product Launch; Corporate Finance; Retail Industry
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      Sahlman, William A., and Ryland Matthew Willis. "Procter & Gamble 2000 (B)." Harvard Business School Case 804-100, November 2003.
      • 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; Computer 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.)
      • 2001
      • Case

      Value Pricing at Procter & Gamble (B)

      By: R. Lal
      Keywords: Price; Valuation; Consumer Products Industry
      Citation
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      Lal, R. "Value Pricing at Procter & Gamble (B)." 2001.
      • October 2000
      • Case

      Procter & Gamble Italy: The Pringles Launch (A)

      By: Roy D. Shapiro
      Procter & Gamble's (P&G) Pringles potato chips have been a very successful brand. This case reviews the development and first launch in the United States, then in markets around the world. Italy is one of the last countries where Pringles will be launched. Should P&G... View Details
      Keywords: Globalized Markets and Industries; Brands and Branding; Marketing Strategy; Product Launch; Emerging Markets; Product Development; Adoption; Value Creation; Pharmaceutical Industry; United States
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      Shapiro, Roy D. "Procter & Gamble Italy: The Pringles Launch (A)." Harvard Business School Case 601-070, October 2000.
      • 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; Computer 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.
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