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  • All HBS Web  (183)
    • News  (46)
    • Research  (134)
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  • All HBS Web  (183)
    • News  (46)
    • Research  (134)
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  • October 1998 (Revised May 2004)
  • Teaching Note

Adventurous Computer Games, Inc. and Adventurous Computer Games, Inc.(Abridged)TN

By: William J. Bruns Jr.
Teaching Note for (9-199-020) and (9-193-088). View Details
Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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Bruns, William J., Jr. "Adventurous Computer Games, Inc. and Adventurous Computer Games, Inc.(Abridged)TN." Harvard Business School Teaching Note 199-034, October 1998. (Revised May 2004.)
  • 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
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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.
  • December 2018
  • Case

DraftKings and the Future of Fantasy Sports

By: Robert F. Higgins and Julia Kelley
Founded in 2012, DraftKings helped change the fantasy sports landscape by popularizing daily fantasy sports (DFS), or short-term fantasy sports tournaments that offered big cash prizes to winners. The company’s valuation exceeded $1 billion by 2015, but DraftKings soon... View Details
Keywords: Fantasy Sports; Daily Fantasy Sports; DraftKings; FanDuel; Supreme Court; Sports Betting; Sports Gambling; Sports; Business Model; Government Legislation; Lawsuits and Litigation; Laws and Statutes; Business Strategy; Internet and the Web; Mobile and Wireless Technology; Games, Gaming, and Gambling; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; Massachusetts; Boston
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Higgins, Robert F., and Julia Kelley. "DraftKings and the Future of Fantasy Sports." Harvard Business School Case 819-074, December 2018.
  • 2011
  • Working Paper

'Last-place Aversion': Evidence and Redistributive Implications

By: Ilyana Kuziemko, Ryan W. Buell, Taly Reich and Michael I. Norton
Why do low-income individuals often oppose redistribution? We hypothesize that an aversion to being in "last place" undercuts support for redistribution, with low-income individuals punishing those slightly below themselves to keep someone "beneath" them. In laboratory... View Details
Keywords: Wages; Surveys; Wealth and Poverty; Behavior; Income; Research; Rank and Position; Attitudes; Personal Characteristics; Economics
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Kuziemko, Ilyana, Ryan W. Buell, Taly Reich, and Michael I. Norton. "'Last-place Aversion': Evidence and Redistributive Implications." NBER Working Paper Series, No. 17234, August 2011.
  • February 2014
  • Article

'Last-place Aversion': Evidence and Redistributive Implications

By: Ilyana Kuziemko, Ryan W. Buell, Taly Reich and Michael Norton
We present evidence from laboratory experiments showing that individuals are "last-place averse." Participants choose gambles with the potential to move them out of last place that they reject when randomly placed in other parts of the distribution. In... View Details
Keywords: Income; Rank and Position; Attitudes
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Kuziemko, Ilyana, Ryan W. Buell, Taly Reich, and Michael Norton. "'Last-place Aversion': Evidence and Redistributive Implications." Quarterly Journal of Economics 129, no. 1 (February 2014): 105–149.
  • February 2011 (Revised September 2016)
  • Case

Investcorp and the Moneybookers Bid

By: Matthew Rhodes-Kropf, Carin-Isabel Knoop and Nori Gerardo Lietz
In January 2007, Hazem Ben-Gacem, managing director and co-head of Investcorp Technology Partners (ITP), needs to decide what to bid at an auction for Moneybookers Limited, one of the top three e-payment solution providers in Europe. However, approximately 70% of... View Details
Keywords: Business Startups; Games, Gaming, and Gambling; Private Equity; Investment; Auctions; Bids and Bidding; Valuation; Europe; United States
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Rhodes-Kropf, Matthew, Carin-Isabel Knoop, and Nori Gerardo Lietz. "Investcorp and the Moneybookers Bid." Harvard Business School Case 811-013, February 2011. (Revised September 2016.)
  • February 1999 (Revised November 2009)
  • Case

Michael Brown: Negotiating Slots at Foxwoods (A)

By: James K. Sebenius
The issues of the impending negotiation between the CEO of Foxwoods and the governor of Connecticut over lifting the ban on slot machines at Foxwoods are presented. Reviews the gaming business in the United States, the special history of Indian gaming, the Pequot... View Details
Keywords: Financial Crisis; Games, Gaming, and Gambling; Policy; Negotiation Deal; Business and Government Relations; Entertainment and Recreation Industry; Connecticut
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Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (A)." Harvard Business School Case 899-234, February 1999. (Revised November 2009.)
  • 17 Mar 2021
  • Working Paper Summaries

Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment

Keywords: by Patrick J. Ferguson and Karim R. Lakhani
  • April 2008
  • Background Note

Broadband and Video Games: Playing and Winning Together

By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented. View Details
Keywords: Games, Gaming, and Gambling; Innovation and Invention; Relationships; Information Infrastructure; Applications and Software; Mobile and Wireless Technology; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
  • 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
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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.)
  • 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
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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.)
  • February 2010 (Revised June 2014)
  • Supplement

CityCenter (C): Turmoil and Choices

By: John D. Macomber
"CityCenter (C)" follows the (A) and (B) cases chronologically. The (C) case explores the decisions facing MGM MIRAGE following a lawsuit by partner Dubai World and suspension of Dubai World's cash contributions to the project in early 2009. Issues include the... View Details
Keywords: Lawsuits and Litigation; Private Equity; Games, Gaming, and Gambling; Decisions; Partners and Partnerships; Conflict and Resolution; Entertainment and Recreation Industry; Nevada
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Macomber, John D. "CityCenter (C): Turmoil and Choices." Harvard Business School Supplement 210-066, February 2010. (Revised June 2014.)
  • October 2010 (Revised May 2011)
  • Case

Take-Two Interactive Software, Inc.

By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
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Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
  • November 2018
  • Case

Sportradar (A): From Data to Storytelling

By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on... View Details
Keywords: Sports Data; Data; Sport; Sportradar; Football; Soccer; Gambling; Betting; Betting Markets; Statistics; Odds; Live Data; Bookmakers; Betradar; Visualization; Integrity; Monitoring; Gaming; Streaming; 2013; St.Gallen; Algorithm; Mathematical Modeling; Carsten Koerl; Betandwin; Bwin; Wagering; Probability; Sports; Analytics and Data Science; Mathematical Methods; Games, Gaming, and Gambling; Transition; Strategy; Media; Media and Broadcasting Industry; Media and Broadcasting Industry; Media and Broadcasting Industry; Media and Broadcasting Industry; Europe; Switzerland; Asia; Austria; Germany; England
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Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
  • May 2008
  • Teaching Note

Hasbro Games -- POX (TN) (A) and (B)

By: Elie Ofek and David B. Godes
Teaching Note for [505046] and [505047]. View Details
Keywords: Games, Gaming, and Gambling; Entertainment and Recreation Industry
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Ofek, Elie, and David B. Godes. "Hasbro Games -- POX (TN) (A) and (B)." Harvard Business School Teaching Note 508-112, May 2008.
  • January 2011 (Revised November 2014)
  • Case

Mochi Media

By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and... View Details
Keywords: Business Model; Business Startups; Games, Gaming, and Gambling; Entrepreneurship; Growth and Development Strategy; Network Effects; Multi-Sided Platforms; Partners and Partnerships; Competition
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Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
  • February 1976
  • Article

Subsolutions and the Supercore of Cooperative Games

By: A. E. Roth
Keywords: Games, Gaming, and Gambling
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Roth, A. E. "Subsolutions and the Supercore of Cooperative Games." Mathematics of Operations Research 1, no. 1 (February 1976): 43–49.
  • November 2023
  • Case

Axie Infinity: Video Game Meets Blockchain

By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's... View Details
Keywords: Blockchain; Business Model; Games, Gaming, and Gambling; Currency; Innovation and Management; Business Strategy; Video Game Industry
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Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
  • September 2017 (Revised July 2018)
  • Technical Note

Virtual Reality and the Gaming Sector 2017

By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform. View Details
Keywords: Virtual Reality; Gaming; Strategy; Technological Innovation; Games, Gaming, and Gambling; Technology Platform
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Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
  • November 1983
  • Article

Subjective Probability and the Theory of Games: Some Further Comment

By: A. E. Roth and F. Schoumaker
Keywords: Theory; Games, Gaming, and Gambling
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Roth, A. E., and F. Schoumaker. "Subjective Probability and the Theory of Games: Some Further Comment." Management Science 29, no. 11 (November 1983): 1337–1340.
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