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      • Faculty Publications  (16)

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      • October 2024 (Revised April 2025)
      • Case

      Nvidia

      By: Andy Wu and Matt Higgins
      This case study examines Nvidia's strategic pivot from gaming GPUs to becoming a leader in general-purpose computing and AI. It explores how Nvidia leveraged its GPU architecture to dominate the growing fields of data center acceleration and AI training, outpacing... View Details
      Keywords: Strategy; Technological Innovation; AI and Machine Learning; Product Development; Manufacturing Industry; Technology Industry; Electronics Industry; United States; China; Taiwan
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      Wu, Andy, and Matt Higgins. "Nvidia." Harvard Business School Case 725-383, October 2024. (Revised April 2025.)
      • 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; Computer Industry; Computer Industry; Computer Industry; Computer Industry
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      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.)
      • Article

      Preventing Fairness Gerrymandering: Auditing and Learning for Subgroup Fairness

      By: Michael J Kearns, Seth Neel, Aaron Leon Roth and Zhiwei Steven Wu
      The most prevalent notions of fairness in machine learning are statistical definitions: they fix a small collection of pre-defined groups, and then ask for parity of some statistic of the classifier (like classification rate or false positive rate) across these groups.... View Details
      Keywords: Machine Learning; Algorithms; Fairness; Mathematical Methods
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      Kearns, Michael J., Seth Neel, Aaron Leon Roth, and Zhiwei Steven Wu. "Preventing Fairness Gerrymandering: Auditing and Learning for Subgroup Fairness." Proceedings of the International Conference on Machine Learning (ICML) 35th (2018).
      • 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
      Keywords: Deception; Strategy; Game Theory
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      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.)
      • October 2015 (Revised October 2016)
      • Case

      Building Watson: Not So Elementary, My Dear! (Abridged)

      By: Willy C. Shih
      This case is set inside IBM Research's efforts to build a computer that can successfully take on human challengers playing the game show Jeopardy! It opens with the machine named Watson offering the incorrect answer "Toronto" to a seemingly simple question during the... View Details
      Keywords: Analytics; Big Data; Business Analytics; Product Development Strategy; Machine Learning; Machine Intelligence; Artificial Intelligence; Product Development; AI and Machine Learning; Information Technology; Analytics and Data Science; Information Technology Industry; United States
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      Shih, Willy C. "Building Watson: Not So Elementary, My Dear! (Abridged)." Harvard Business School Case 616-025, October 2015. (Revised October 2016.)
      • September 2013 (Revised August 2015)
      • Background Note

      Leadership and Teaming

      By: Ethan Bernstein
      Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
      Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Computer Industry; Asia; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
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      Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
      • 2012
      • Case

      Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'

      By: Rosabeth Moss Kanter and Anne Arlinghaus
      Shelly London and Ethics Education — 'Strengthening Our Moral Compass' 2009 AL Fellow
      Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
      Keywords: Leadership Skills; Ethics Education; Initiatives; Morality; Moral Compass; Prima Facie; Grassroots Movement; Ethical Reasoning; Decision-making; Social Media; Media Relations; Family Dinner Project; Public Conversations Project; Laura Chasin; Computer Games; Video Games; Quandary; Organizational Structure; Infrastructure; Ethics; Education; Moral Sensibility; Behavior; Decision Making; Leadership; Innovation and Management; Education Industry; Service Industry; North and Central America
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      Kanter, Rosabeth Moss, and Anne Arlinghaus. "Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'." Harvard Business Publishing Case 313-028, 2012. (Harvard Advanced Leadership Initiative.)
      • September 2011 (Revised July 2012)
      • Case

      Building Watson: Not So Elementary, My Dear!

      By: Willy Shih
      This case is set inside IBM Research's efforts to build a computer that can successfully take on human challengers playing the game show Jeopardy! It opens with the machine named Watson offering the incorrect answer "Toronto" to a seemingly simple question during the... View Details
      Keywords: Technological Innovation; Standards; Product Development; Organizational Change and Adaptation; Mathematical Methods; Research and Development; Information Technology
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      Shih, Willy. "Building Watson: Not So Elementary, My Dear!" Harvard Business School Case 612-017, September 2011. (Revised July 2012.)
      • 2011
      • Article

      A Choice Prediction Competition for Social Preferences in Simple Extensive Form Games: An Introduction

      By: Eyal Ert, Ido Erev and Alvin E. Roth
      Two independent, but related, choice prediction competitions are organized that focus on behavior in simple two-person extensive form games: one focuses on predicting the choices of the first mover and the other on predicting the choices of the second mover. The... View Details
      Keywords: Forecasting and Prediction; Behavior; Decision Choices and Conditions; Competition; Motivation and Incentives; Game Theory; Fairness
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      Ert, Eyal, Ido Erev, and Alvin E. Roth. "A Choice Prediction Competition for Social Preferences in Simple Extensive Form Games: An Introduction." Special Issue on Predicting Behavior in Games. Games 2, no. 3 (September 2011): 257–276.
      • Article

      A Choice Prediction Competition for Market Entry Games: An Introduction

      By: Ido Erev, Eyal Ert and Alvin E. Roth
      A choice prediction competition is organized that focuses on decisions from experience in market entry games (http://sites.google.com/site/gpredcomp/ and http://www.mdpi.com/si/games/predict-behavior/). The competition is based on two experiments: An estimation... View Details
      Keywords: Experience and Expertise; Decision Choices and Conditions; Forecasting and Prediction; Learning; Market Entry and Exit; Game Theory; Behavior; Competition
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      Erev, Ido, Eyal Ert, and Alvin E. Roth. "A Choice Prediction Competition for Market Entry Games: An Introduction." Special Issue on Predicting Behavior in Games. Games 1, no. 2 (June 2010): 117–136.
      • October 2007
      • Article

      The Art of Designing Markets

      By: Alvin E. Roth
      Traditionally, markets have been viewed as simply the confluence of supply and demand. But to function properly, they must be able to attract a sufficient number of buyers and sellers, induce participants to make their preferences clear, and overcome congestion by... View Details
      Keywords: Market Design; Market Participation; Market Transactions; Information Technology; Internet and the Web
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      Roth, Alvin E. "The Art of Designing Markets." Harvard Business Review 85, no. 10 (October 2007): 118–126.
      • May 2006 (Revised November 2006)
      • Case

      DVD War

      By: David B. Yoffie and Michael Slind
      In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,... View Details
      Keywords: Disruption; Entertainment; Business History; Intellectual Property; Product; Competition; Technology Adoption; Electronics Industry; Entertainment and Recreation Industry
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      Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)
      • July 2002
      • Article

      The Economist As Engineer: Game Theory, Experimental Economics and Computation As Tools of Design Economics

      By: Alvin E Roth
      Keywords: Game Theory; Economics; Mathematical Methods; Design
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      Roth, Alvin E. "The Economist As Engineer: Game Theory, Experimental Economics and Computation As Tools of Design Economics." Econometrica 70, no. 4 (July 2002): 1341–1378.
      • 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; Computer 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.)
      • October 2000 (Revised November 2018)
      • Exercise

      Web-Based Beer Game Exercise

      By: Janice H. Hammond
      The Web-based beer game is an exercise that demonstrates supply channel dynamics. Simulates the flow of material and information in a simplified channel of beer production and distribution, focusing on the linkages between a beer manufacturer, its distributors, a... View Details
      Keywords: Distribution Channels; Production
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      Hammond, Janice H. "Web-Based Beer Game Exercise." Harvard Business School Exercise 601-048, October 2000. (Revised November 2018.)
      • 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; Computer 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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