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- All HBS Web (173)
- Faculty Publications (112)
Show Results For
- All HBS Web (173)
- Faculty Publications (112)
- October 1977
- Article
Bargaining Ability, the Utility of Playing a Game, and Models of Coalition Formation
By: A. E. Roth
Roth, A. E. "Bargaining Ability, the Utility of Playing a Game, and Models of Coalition Formation." Journal of Mathematical Psychology 16 (October 1977): 153–160.
- 2012
- Working Paper
Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior
Substantial research with adult populations has found that selfish impulses are less likely to be pursued when decisions are publicly observable. To the best of our knowledge, however, this behavioral regularity has not been systematically explored as potential...
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Keywords:
Research;
Age Characteristics;
Behavior;
Decisions;
Games, Gaming, and Gambling;
Announcements;
Situation or Environment
Houser, Daniel, Natalia Montinari, and Marco Piovesan. "Private and Public Decisions in Social Dilemmas: Evidence from Children's Behavior." Harvard Business School Working Paper, No. 12-073, February 2012.
- 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...
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Keywords:
Blockchain;
Business Model;
Games, Gaming, and Gambling;
Currency;
Innovation and Management;
Business Strategy;
Video Game Industry
Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
- 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...
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Keywords:
Games, Gaming, and Gambling;
Customer Relationship Management;
Customer Value and Value Chain;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Nevada
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.)
- April 2007 (Revised April 2011)
- Teaching Note
Slots, Tables, and All that Jazz: Managing Customer Profitability at the MGM Grand Hotel (TN)
By: Dennis Campbell and Francisco de Asis Martinez-Jerez
Teaching note to 106029.
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- February 2011
- Supplement
Dataset for "Slots, Tables, and All That Jazz: Managing Customer Profitability at the MGM Grand Hotel" (CW)
By: Dennis Campbell and Francisco de Asis Martinez-Jerez
Datasets of gaming and hotel customers to perform analysis for the case.
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- August 1977
- Article
The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game
By: J. K. Murnighan and A. E. Roth
Murnighan, J. K., and A. E. Roth. "The Effects of Communication and Information Availability in an Experimental Study of a Three Person Game." Management Science 23, no. 12 (August 1977): 1336–1348.
- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnight
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems....
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Keywords:
Mobile Platforms;
Mobile App Industry;
Mobile Payment Systems;
Antitrust;
Games, Gaming, and Gambling;
Mobile and Wireless Technology;
Lawsuits and Litigation;
Entrepreneurship;
Competitive Strategy;
Digital Platforms;
United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnight." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- 18 Sep 2019
- News
Level Up
later revealed to be 3 million viewers in just one year. Ruggiero, four-time women’s hockey Olympian and gold medalist, was on the board of the US Olympic Committee and a member of the International Olympic...
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- 1980
- Article
The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game
By: J. K. Murnighan and A. E. Roth
Murnighan, J. K., and A. E. Roth. "The Effect of Group Size and Communication Availability on Coalition Bargaining in a Veto Game." Journal of Personality and Social Psychology 39 (1980): 92–103.
- October 2011 (Revised February 2012)
- Case
One Game to Rule Them All: Lord of the Rings Online and the MMO Market
Halaburda, Hanna, William Collis, Rob McKeon, and Ivan Nausieda. "One Game to Rule Them All: Lord of the Rings Online and the MMO Market." Harvard Business School Case 712-434, October 2011. (Revised February 2012.)
- December 1984
- Article
The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory
By: A. E. Roth
Roth, A. E. "The Evolution of the Labor Market for Medical Interns and Residents: A Case Study in Game Theory." Journal of Political Economy 92, no. 6 (December 1984): 991–1016.
- January 2018
- Supplement
Peak Games: Hiring Priorities in Times of Rapid Growth (B)
By: William R. Kerr and Gamze Yucaoglu
On November 7, 2017, Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, had just closed the sale of Peak Games’ card games studio. This sale included three of the company’s top grossing games and half of its team. Sahin was happy...
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Keywords:
Games;
Gaming;
Acquisitions;
Exits;
Private Sector;
Decision;
Games, Gaming, and Gambling;
Emerging Markets;
Acquisition;
Entrepreneurship;
For-Profit Firms;
Business Model;
Business Strategy;
Competitive Advantage;
Growth and Development Strategy;
Decision Making;
Value Creation;
Leading Change;
Management Teams;
Technology Industry;
Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (B)." Harvard Business School Supplement 818-084, January 2018.
- March 2021
- Case
Astralis Group: Determining a Brand Strategy
By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for...
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Keywords:
Brand Strategy;
Esports;
Video Games;
Corporate Scope;
Positioning;
Ecosystem;
Brands and Branding;
Strategy;
Business Ventures;
Business Startups;
Entrepreneurship;
Ethics;
Sports;
Competitive Strategy;
Value Creation;
Diversification;
Games, Gaming, and Gambling;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Denmark;
Europe
Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
- January 2018
- Case
Peak Games: Hiring Priorities in Times of Rapid Growth (A)
By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,...
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Keywords:
Recruiting;
Staffing;
Emergent Countries;
Entrepreneurial Management;
Private Sector;
Business Strategy;
Decision;
Growth Management;
Games, Gaming, and Gambling;
Selection and Staffing;
Talent and Talent Management;
Business Model;
Growth and Development Strategy;
Competitive Advantage;
Value Creation;
Organizational Culture;
Decision Choices and Conditions;
Technology Industry;
Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
- 21 Apr 2023
- Research & Ideas
The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?
Players have long been able to buy virtual items with real money in video games, such as special weapons and features. But Nintendo raised the ire of parents and regulators in...
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- 26 Mar 2024
- Research & Ideas
How Humans Outshine AI in Adapting to Change
the flexibility of AI versus humans in adjusting to new situations, the authors set up four video games, outlining certain tasks for humans and several popular game-playing AI algorithms to complete. The...
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- April 2009 (Revised June 2020)
- Case
Al Capone
By: Tom Nicholas and David Chen
In 1929, Chicago, IL mob boss Al Capone was at the height of his power. As head of the extensive crime organization known as "The Outfit" during most of U.S.'s Prohibition Era (1920-1933), Capone oversaw hundreds of brothels, speakeasies, and roadhouses which served as...
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Keywords:
Bootlegging;
Entrepreneurship;
Crime and Corruption;
Games, Gaming, and Gambling;
Business History;
United States;
Chicago
Nicholas, Tom, and David Chen. "Al Capone." Harvard Business School Case 809-144, April 2009. (Revised June 2020.)
- March 2008 (Revised April 2008)
- Case
Sony PlayStation 3: Game Over?
By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model...
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Keywords:
Business Model;
Games, Gaming, and Gambling;
Cost;
Revenue;
Product Launch;
Sales;
Competition;
Hardware;
Entertainment and Recreation Industry
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- 2006
- Book
3-D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals
By: David Lax and James K. Sebenius
Lax, David, and James K. Sebenius. 3-D Negotiation: Powerful Tools to Change the Game in Your Most Important Deals. Boston: Harvard Business School Press, 2006.