Filter Results
:
(156)
Show Results For
-
All HBS Web
(440)
- Faculty Publications (156)
Show Results For
-
All HBS Web
(440)
- Faculty Publications (156)
Gambling →
- 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
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
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
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
- 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
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
Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
- 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
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
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- February 1999 (Revised November 2009)
- Case
Michael Brown: Negotiating Slots at Foxwoods (A)
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
Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (A)." Harvard Business School Case 899-234, February 1999. (Revised November 2009.)
- February 1999 (Revised August 1999)
- Case
Michael Brown: Negotiating Slots at Foxwoods (B)
The approach taken by Michael Brown and Governor Lowell Weicker and the means by which the agreement's sustainability was enhanced in the face of attacks by other gaming operators are detailed.
View Details
Keywords:
Games, Gaming, and Gambling;
Agreements and Arrangements;
Government and Politics;
Entertainment and Recreation Industry;
Connecticut
Sebenius, James K. "Michael Brown: Negotiating Slots at Foxwoods (B)." Harvard Business School Case 899-235, February 1999. (Revised August 1999.)
- September 1998
- Article
Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria
By: Ido Erev and A. E. Roth
Erev, Ido, and A. E. Roth. "Predicting How People Play Games: Reinforcement Learning in Experimental Games with Unique, Mixed Strategy Equilibria." American Economic Review 88, no. 4 (September 1998): 848–881.
- Article
Digital Chess
By: D. B. Yoffie
Yoffie, D. B. "Digital Chess." World Link 11, no. 1 (January–February 1998): 32–34.
- August 1997
- Article
Independence on Relative Probability Spaces and Consistent Assessments in Game Trees
By: Elon Kohlberg and Philip J. Reny
Keywords:
Games, Gaming, and Gambling
Kohlberg, Elon, and Philip J. Reny. "Independence on Relative Probability Spaces and Consistent Assessments in Game Trees." Journal of Economic Theory 75, no. 2 (August 1997): 280 – 313.
- February 1997 (Revised May 1998)
- Case
3M: Negotiating Air Pollution Credits (A)
By: Michael A. Wheeler and Thomas Dretler
A proposed trade of air pollution emission credits between 3M (now Imation) and Procter and Gamble is described. Though such trading is encouraged under federal environmental laws, 3M had adopted a company-wide policy against such deals. Procter and Gamble needs the...
View Details
Keywords:
Conflict of Interests;
Negotiation Types;
Pollutants;
Negotiation Participants;
Laws and Statutes;
Policy;
Government and Politics;
United States
Wheeler, Michael A., and Thomas Dretler. "3M: Negotiating Air Pollution Credits (A)." Harvard Business School Case 897-134, February 1997. (Revised May 1998.)
- February 1997 (Revised October 1999)
- Case
3M: Negotiating Air Pollution Credits (C)
By: Michael A. Wheeler and Thomas Dretler
An epilogue to the (A) and (B) cases, this describes the final steps in implementing the agreement 3M made with Procter and Gamble and with local public officials and interest groups.
View Details
Keywords:
Agreements and Arrangements;
Pollutants;
Negotiation Participants;
Performance Effectiveness;
United States
Wheeler, Michael A., and Thomas Dretler. "3M: Negotiating Air Pollution Credits (C)." Harvard Business School Case 897-136, February 1997. (Revised October 1999.)
- January 1997 (Revised June 1997)
- Case
Corporate New Ventures at Procter & Gamble
By: Teresa M. Amabile and Dean Whitney
Consumer products giant Procter & Gamble is faced with an urgent need to revitalize new-product innovation, given its recent focus on incremental product improvements and its aggressive growth goals. As part of this effort, the company's top executives form a small,...
View Details
Keywords:
Innovation Strategy;
Creativity;
Working Conditions;
Corporate Entrepreneurship;
Groups and Teams;
Retail Industry;
Ohio
Amabile, Teresa M., and Dean Whitney. "Corporate New Ventures at Procter & Gamble." Harvard Business School Case 897-088, January 1997. (Revised June 1997.)
- February 1995
- Case
Promus Companies, The: Harrah's Casinos
By: Stephen P. Bradley and Takia Mahmood
Provides an overview of the U.S. gambling industry and the rapid expansion of gambling beyond Nevada and New Jersey since 1988. Focuses on Harrah's, a traditional top-tier casino company, which was the first to aggressively expand into emerging gaming markets and that...
View Details
Keywords:
Emerging Markets;
Competitive Advantage;
Corporate Strategy;
Expansion;
Las Vegas;
New Jersey
Bradley, Stephen P., and Takia Mahmood. "Promus Companies, The: Harrah's Casinos." Harvard Business School Case 795-039, February 1995.
- Article
Considerations of Fairness and Strategy: Experimental Data from Sequential Games
By: V. Prasnikar and A. E. Roth
Prasnikar, V., and A. E. Roth. "Considerations of Fairness and Strategy: Experimental Data from Sequential Games." Quarterly Journal of Economics 107, no. 3 (August 1992): 865–888.
- September 1991 (Revised August 1996)
- Case
Procter & Gamble Co., The: Lenor Refill Package
By: John A. Quelch
The assistant brand manager for Lenor, Procter & Gamble Germany's fabric softener brand, was preparing a presentation on the national launch of an environmentally friendly refill package.
View Details
Keywords:
Multinational Firms and Management;
Environmental Sustainability;
Product Launch;
Brands and Branding;
Consumer Products Industry;
Germany;
United States
Quelch, John A., Minette E. Drumwright, and Julie Yao. "Procter & Gamble Co., The: Lenor Refill Package." Harvard Business School Case 592-016, September 1991. (Revised August 1996.)