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    • Research  (97)
  • Faculty Publications  (27)
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  • June 2024 (Revised March 2025)
  • Case

Wemade: (Re)Establishing Trust in Blockchain Games (A)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This case explores the fundamental challenges and accounting issues arising from the integration of blockchain technology into traditional business models. It features Wemade, a South Korean online gaming company that has staked its future on blockchain-based games.... View Details
Keywords: Blockchain; Cryptocurrency; Video Games; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Technology Adoption; Video Game Industry; Video Game Industry; Video Game Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (A)." Harvard Business School Case 124-025, June 2024. (Revised March 2025.)
  • May 2014
  • Article

I'm Sorry About the Rain! Superfluous Apologies Demonstrate Empathic Concern and Increase Trust

By: A.W. Brooks, H. Dai and M.E. Schweitzer
Existing apology research has conceptualized apologies as a device to rebuild relationships following a transgression. As a result, apology research has failed to investigate the use of apologies for outcomes for which individuals are obviously not culpable (e.g.,... View Details
Keywords: Superfluous Apology; Apology; Benevolence-based Trust; Empathy; Stochastic Trust Game; Trust; Emotions; Societal Protocols
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Brooks, A.W., H. Dai, and M.E. Schweitzer. "I'm Sorry About the Rain! Superfluous Apologies Demonstrate Empathic Concern and Increase Trust." Social Psychological & Personality Science 5, no. 4 (May 2014): 467–474.
  • September 2024 (Revised March 2025)
  • Supplement

Wemade: (Re)Establishing Trust in Blockchain Games (B)

By: Jung Koo Kang, Charles C.Y. Wang, David Allen and Kwangmoon So
This supplement reviews Wemade's efforts to rebuild confidence in its business after its WEMIX coin was delisted from the major South Korean cryptocurrency exchanges on December 8, 2022. It outlines Wemade's strategy of transparency, which included partnerships with... View Details
Keywords: Blockchain; Cryptocurrency; Crypto Economy; Accounting; Financial Reporting; Revenue Recognition; Games, Gaming, and Gambling; Corporate Disclosure; Information Technology; Financial Markets; Governance; Video Game Industry; Video Game Industry; South Korea
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Kang, Jung Koo, Charles C.Y. Wang, David Allen, and Kwangmoon So. "Wemade: (Re)Establishing Trust in Blockchain Games (B)." Harvard Business School Supplement 125-018, September 2024. (Revised March 2025.)
  • May 2012
  • Article

Correlation in the Multiplayer Electronic Mail Game

By: Peter A. Coles and Ran Shorrer
In variants of the Electronic Mail Game (Rubinstein, 1989) where two or more players communicate via multiple channels, the multiple channels can facilitate collective action via redundancy, the sending of the same message along multiple paths or else repeatedly along... View Details
Keywords: Electronic Mail Game; Stag Hunt; Coordination; Signaling; Networks; Behavior; Communication; Trust; Game Theory
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Coles, Peter A., and Ran Shorrer. "Correlation in the Multiplayer Electronic Mail Game." B.E. Journal of Theoretical Economics 12, no. 1 (May 2012).
  • Article

Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences

By: Valerio Capraro, Jillian J. Jordan and Ben Tappin
A growing body of work suggests that people are sensitive to moral framing in economic games involving prosociality, suggesting that people hold moral preferences for doing the “right thing”. What gives rise to these preferences? Here, we evaluate the explanatory power... View Details
Keywords: Moral Preferences; Moral Frames; Observability; Trustworthiness; Trust Game; Trade-off Game; Moral Sensibility; Reputation; Behavior; Trust
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Capraro, Valerio, Jillian J. Jordan, and Ben Tappin. "Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences." Journal of Experimental Social Psychology 94 (May 2021).
  • 2021
  • Working Paper

Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences

By: Valerio Capraro, Jillian J. Jordan and Ben Tappin
A growing body of work suggests that people are sensitive to moral framing in economic games involving prosociality, suggesting that people hold moral preferences for doing the “right thing”. What gives rise to these preferences? Here, we evaluate the explanatory power... View Details
Keywords: Moral Preferences; Moral Frames; Observability; Trustworthiness; Trust Game; Trade-off Game; Moral Sensibility; Reputation; Behavior; Trust
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Capraro, Valerio, Jillian J. Jordan, and Ben Tappin. "Does Observability Amplify Sensitivity to Moral Frames? Evaluating a Reputation-Based Account of Moral Preferences." Working Paper, January 2021.
  • September 2006
  • Article

Decomposing Trust and Trustworthiness

By: Nava Ashraf, Iris Bohnet and Nikita Piankov
What motivates people to trust and be trustworthy? Is trust solely "calculative," based on the expectation of trustworthiness, and trustworthiness only reciprocity? Employing a within-subject design, we run investment and dictator game experiments in Russia, South... View Details
Keywords: Trust; Change
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Ashraf, Nava, Iris Bohnet, and Nikita Piankov. "Decomposing Trust and Trustworthiness." Experimental Economics 9, no. 3 (September 2006): 193–208.
  • August 2020
  • Article

Trust in State and Non-State Actors: Evidence from Dispute Resolution in Pakistan

By: Daron Acemoglu, Ali Cheema, Asim I. Khwaja and James A. Robinson
Lack of trust in state institutions is a pervasive problem in many developing countries. This paper investigates whether information about improved public services can help build trust in state institutions and move people away from non-state actors. We find that... View Details
Keywords: Dispute Resolution; Lab-in-the-field Games; Legitimacy; Motivated Reasoning; Non-state Actors; State Capacity; Trust; Conflict and Resolution; Information; Developing Countries and Economies
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Acemoglu, Daron, Ali Cheema, Asim I. Khwaja, and James A. Robinson. "Trust in State and Non-State Actors: Evidence from Dispute Resolution in Pakistan." Journal of Political Economy 128, no. 8 (August 2020): 3090–3147.
  • April 2014
  • Article

Between Self-interest and Reciprocity: The Social Bright Side of Self-control Failure

By: Eliran Halali, Yoella Bereby-Meyer and Nachshon Meiran
Despite the importance of reciprocity in many areas of social life, little is known about possible factors affecting it and its interplay with the self-interest motive to maximize one’s own gains. In this study, we examined the role of cognitive control in reciprocal... View Details
Keywords: Cognitive Control; Ego Depletion; Fairness; Trust Game; Ultimatum Game; Reciprocity; Self-control Failure
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Halali, Eliran, Yoella Bereby-Meyer, and Nachshon Meiran. "Between Self-interest and Reciprocity: The Social Bright Side of Self-control Failure." Journal of Experimental Psychology: General 143, no. 2 (April 2014): 745–754.
  • January 2005 (Revised March 2007)
  • Background Note

Game Theory and Business Strategy

By: Felix Oberholzer-Gee and Dennis A. Yao
Provides a brief introduction to the application of game theory to business settings. Sets up and analyzes a minicase involving commitment. View Details
Keywords: Game Theory; Trust; Business Strategy
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Oberholzer-Gee, Felix, and Dennis A. Yao. "Game Theory and Business Strategy." Harvard Business School Background Note 705-471, January 2005. (Revised March 2007.)
  • 2010
  • Working Paper

Lawful but Corrupt: Gaming and the Problem of Institutional Corruption in the Private Sector

By: Malcolm S. Salter
This paper describes how the gaming of society's rules by corporations contributes to the problem of institutional corruption in the world of business. "Gaming" in its various forms involves the use of technically legal means to subvert the intent of society's rules in... View Details
Keywords: Crime and Corruption; Civil Society or Community; Competitive Advantage; Earnings Management; Trust; Law; Performance; Investment Funds; Private Sector; Behavior; Relationships; Goals and Objectives
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Salter, Malcolm S. "Lawful but Corrupt: Gaming and the Problem of Institutional Corruption in the Private Sector." Harvard Business School Working Paper, No. 11-060, December 2010.
  • 09 May 2011
  • Research & Ideas

Moving From Bean Counter to Game Changer

or "ad hoc advisors," were functional experts valued for their experience, analysis and intuition. They had the trust of top management and the business people. But because their expertise was based on individual experience and tacit... View Details
Keywords: by Kim Girard; Banking
  • August 28, 2018
  • Article

Maintaining Trust When Agents Can Engage in Self-deception

By: Andres Babino, Hernan A. Makse, Rafael Di Tella and Mariano Sigman
The coexistence of cooperation and selfish instincts is a remarkable characteristic of humans. Psychological research has unveiled the cognitive mechanisms behind self-deception. Two important findings are that a higher ambiguity about others’ social preferences leads... View Details
Keywords: Behavioral Economics; Cognitive Neuroscience; Corruption; Cooperation; Self-deception; Trust; Behavior
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Babino, Andres, Hernan A. Makse, Rafael Di Tella, and Mariano Sigman. "Maintaining Trust When Agents Can Engage in Self-deception." Proceedings of the National Academy of Sciences 115, no. 35 (August 28, 2018): 8728–8733.
  • Article

Analyzing Scrip Systems

By: Kris Johnson, David Simchi-Levi and Peng Sun
Scrip systems provide a nonmonetary trade economy for exchange of resources. We model a scrip system as a stochastic game and study system design issues on selection rules to match potential trade partners over time. We show the optimality of one particular rule in... View Details
Keywords: "Repeated Games"; Stochastic Trust Game; Dynamic Program; P2P Lending; Scrip Systems; Artificial Currency; Non-monetary Trade Economies; Marketplace Matching; Currency; Operations; Game Theory
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Johnson, Kris, David Simchi-Levi, and Peng Sun. "Analyzing Scrip Systems." Operations Research 62, no. 3 (May–June 2014): 524–534.
  • 02 May 2016
  • Research & Ideas

Why People Don’t Vote--and How a Good Ground Game Helps

growing number of elections, and that is a cause for concern.” Fewer voters means less people having a stake in what government does, eroding trust of the governed—particularly by younger, poorer, and less educated citizens, who tend to... View Details
Keywords: by Michael Blanding; Communications; Public Relations
  • Article

Third-Party Punishment as a Costly Signal of High Continuation Probabilities in Repeated Games

By: Jillian J. Jordan and David G. Rand
Why do individuals pay costs to punish selfish behavior, even as third-party observers? A large body of research suggests that reputation plays an important role in motivating such third-party punishment (TPP). Here we focus on a recently proposed reputation-based... View Details
Keywords: Direct Reciprocity; Evolution; Dispersal; Cooperation; Trust; Reputation; Game Theory
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Jordan, Jillian J., and David G. Rand. "Third-Party Punishment as a Costly Signal of High Continuation Probabilities in Repeated Games." Journal of Theoretical Biology 421 (May 21, 2017): 189–202.
  • March 2017 (Revised September 2017)
  • Case

Facebook Fake News in the Post-Truth World

By: John R. Wells and Carole A. Winkler
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and many attributed Trump’s victory to... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal 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; Valuation; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; California; Sunnyvale; Russia
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Wells, John R., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
  • September 2019 (Revised September 2019)
  • Case

Facebook Fake News in the Post-Truth World

By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Valuation; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; United States; California; Sunnyvale; Russia
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Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
  • 11 Aug 2016
  • Cold Call Podcast

Why College Rankings Keep Deans Awake at Night

universities. Brian: Can you game the system? Is there a way to acquire the pieces that you need to elevate yourself in the rankings? Bill: Well you would know this better than me, maybe. The very sad thing that I see happening (and these... View Details
Keywords: Re: William C. Kirby; Education
  • Article

Third-party Punishment as a Costly Signal of Trustworthiness

By: Jillian J. Jordan, Moshe Hoffman, Paul Bloom and David G. Rand
Third-party punishment (TPP), in which unaffected observers punish selfishness, promotes cooperation by deterring defection. But why should individuals choose to bear the costs of punishing? We present a game theoretic model of TPP as a costly signal of... View Details
Keywords: Third-party Punishment; Trustworthiness; Behavior; Trust; Game Theory
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Jordan, Jillian J., Moshe Hoffman, Paul Bloom, and David G. Rand. "Third-party Punishment as a Costly Signal of Trustworthiness." Nature 530, no. 7591 (2016): 473–476.
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