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Show Results For
-
All HBS Web
(1,801)
- People (4)
- News (530)
- Research (1,054)
- Events (6)
- Multimedia (19)
- Faculty Publications (608)
- November 2017
- Teaching Note
Facebook Fake News in the Post-Truth World
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 717-473.
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...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networking;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
WhatsApp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
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;
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
- October 2012
- Case
Harrah's Entertainment
By: Paul A. Gompers, Kristin Mugford and J. Daniel Kim
This case examines the issues of establishing and managing a capital structure for the leveraged buyout of Harrah's Entertainment.
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Keywords:
Leveraged Buyouts;
Debt Markets;
Loan Contracts;
Covenants;
Casinos;
Gaming;
Private Equity;
Entertainment and Recreation Industry;
United States
Gompers, Paul A., Kristin Mugford, and J. Daniel Kim. "Harrah's Entertainment." Harvard Business School Case 213-054, October 2012.
- 21 Apr 2018
- Panel Discussion
Discussion of "Identification of Dynamic Games with Multiple Equilibria and Unobserved Heterogeneity with Application to Fast Food Chains In China," by Yao Luo, Ping Xiao, Ruli Xiao
By: David Hao Zhang
Zhang, David Hao. Discussion of "Identification of Dynamic Games with Multiple Equilibria and Unobserved Heterogeneity with Application to Fast Food Chains In China," by Yao Luo, Ping Xiao, Ruli Xiao. International Industrial Organization Conference (IIOC), Indianapolis, IN, April 21, 2018.
- Article
Statistical Physics of Human Cooperation
By: Matjaž Perc, Jillian J. Jordan, David G. Rand, Zhen Wang, Stefano Boccaletti and Attila Szolnoki
Extensive cooperation among unrelated individuals is unique to humans, who often sacrifice personal benefits for the common good and work together to achieve what they are unable to execute alone. The evolutionary success of our species is indeed due, to a large...
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Keywords:
Human Cooperation;
Evolutionary Game Theory;
Public Goods;
Reward;
Punishment;
Tolerance;
Self-organization;
Pattern Formation;
Cooperation;
Behavior;
Game Theory
Perc, Matjaž, Jillian J. Jordan, David G. Rand, Zhen Wang, Stefano Boccaletti, and Attila Szolnoki. "Statistical Physics of Human Cooperation." Physics Reports 687 (May 8, 2017): 1–51.
- 2019
- Working Paper
Does Apple Anchor a Shopping Mall? The Effect of the Technology Stores on the Formation of Market Structure
By: Doug J. Chung, Kyoungwon Seo and Reo Song
This study examines the effect of technology stores—company-owned Apple and Microsoft retail stores—on mall configuration. We formulate a structural model that considers the endogenous location decisions of retail stores, taking into account both market characteristics...
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Keywords:
Apple Store;
New Anchor Store;
Discrete Game;
Complete Information;
Multiple Equilibria;
GPGPU Technology;
Simulator;
Bayesian Estimation;
Shopping Mall;
Spillover
Chung, Doug J., Kyoungwon Seo, and Reo Song. "Does Apple Anchor a Shopping Mall? The Effect of the Technology Stores on the Formation of Market Structure." Harvard Business School Working Paper, No. 20-066, December 2019.
- Forthcoming
- Article
Collusion in Brokered Markets
By: John William Hatfield, Scott Duke Kominers and Richard Lowery
High commissions in the U.S. residential real estate agency market present a puzzle for economic theory because brokerage is not a concentrated industry. We model brokered markets as a game in which agents post prices for customers and then choose which other agents to...
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Keywords:
Real Estate Agents;
Real Estate;
Realtors;
Broker Networks;
Brokerage;
Brokerage Commissions;
"Brokerage Industry;
Brokered Markets;
Brokering;
Brokers;
Industrial Organization;
Repeated Game Framework;
"Repeated Games";
Collusion;
Antitrust;
Microeconomics;
Market Design;
Theory;
Game Theory;
Real Estate Industry
Hatfield, John William, Scott Duke Kominers, and Richard Lowery. "Collusion in Brokered Markets." Journal of Finance (forthcoming).
- 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
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
- Research Summary
Overview
According to McKinsey & Company, social interactions impact up to a third of all consumer purchases which accounts for US$940 billion in annual consumption in the US and Europe alone. Understanding social influence is important meeting consumer needs. In my research,...
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- 26 Mar 2024
- Research & Ideas
How Humans Outshine AI in Adapting to Change
that required increasingly more flexible self-orienting. Like a simplified version of a four-player scenario of the classic video game Mario Kart, each game included four “possible selves,” which were...
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- Teaching Interest
Competing in the Age of Digital Platforms—(Executive Education)
By: David B. Yoffie
Summary
Without exception, the most valuable companies in the world today are platforms. Microsoft, Apple, Amazon, Google, Facebook, and many other firms have built their fortunes by facilitating innovation across global ecosystems or... View Details
Without exception, the most valuable companies in the world today are platforms. Microsoft, Apple, Amazon, Google, Facebook, and many other firms have built their fortunes by facilitating innovation across global ecosystems or... View Details
- September 2019 (Revised May 2021)
- Case
pymetrics: Early Days
By: John R. Wells and Benjamin Weinstock
In 2013, CEO Frida Polli was contemplating the next steps for her start-up business, pymetrics. After receiving her PhD in neuropsychology and MBA from HBS, she was determined to put her scientific and academic knowledge to work to build a business solving real world...
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Keywords:
BrainTech;
Psychology;
Hiring;
Games;
Entrepreneur;
Start-up;
Start-up Growth;
Strategic Change;
Strategy Formulation;
Recruiting;
Corporate Culture;
Hiring Of Employees;
Start-ups;
Startup;
Startups;
Recruitment;
Selection and Staffing;
Business Startups;
Strategy;
Competition;
Organizational Culture
Wells, John R., and Benjamin Weinstock. "pymetrics: Early Days." Harvard Business School Case 720-374, September 2019. (Revised May 2021.)
- July 2022 (Revised January 2024)
- Case
Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard
By: Jonas Heese, Joseph Pacelli and James Barnett
In January 2022, Microsoft announces its acquisition of the video game company Activision Blizzard, in a deal valued at $68.7 billion, which would make Microsoft the world’s third largest video game company. The deal came as Activision Blizzard faced gender pay...
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Keywords:
Accounting;
Goodwill Accounting;
Analysis;
Decision Making;
Talent and Talent Management;
Games, Gaming, and Gambling;
Ethics;
Leadership;
Risk and Uncertainty;
Mergers and Acquisitions;
Lawsuits and Litigation;
Video Game Industry;
Video Game Industry;
North America;
California
Heese, Jonas, Joseph Pacelli, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised January 2024.)
- 2004
- Case
Hasbro Interactive
By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically....
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Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
Elon Kohlberg
Elon Kohlberg is the Royal Little Professor of Business Administration at the Harvard Business School. His research is mainly in Game Theory, in particular the study of non-cooperative equilibrium.
Professor Kohlberg has taught many courses in the MBA,... View Details
- September 2012 (Revised March 2014)
- Case
Videogames: Clouds on the Horizon?
By: Andrei Hagiu and Kerry Herman
Since the creation of the first videogame systems in the 1970s, the videogame industry has undergone numerous transformations as new technologies and market entrants fundamentally changed the gaming experience of customers. In the early 21st century, customers began...
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Hagiu, Andrei, and Kerry Herman. "Videogames: Clouds on the Horizon?" Harvard Business School Case 713-424, September 2012. (Revised March 2014.)
- September 2022
- Case
The Pokémon Company: Evolving into an Everlasting Brand
By: Tomomichi Amano and Masaki Nomura
Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that...
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Keywords:
Advertising;
Brands and Branding;
Marketing Strategy;
Consumer Behavior;
Growth and Development Strategy;
Video Game Industry;
Japan
Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022.
- Web
Accelerating the Careers of Diverse Rising Stars
The Advent Leadership Academy was a unique 13-week custom program designed to equip a diverse cohort of 40 talented leaders from across Advent's portfolio companies with the skills and frameworks they needed to advance their career trajectories. Cocreated with Harvard...
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- 01 Oct 2012
- Research & Ideas
Better by the Bundle?
research that culminated in their paper The Dynamic Effects of Bundling as a Product Strategy. Kumar and Derdenger studied the handheld video game market between 2001 and 2005, specifically Nintendo's Game...
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Keywords:
by Dina Gerdeman
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the...
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Keywords:
Games, Gaming, and Gambling;
Product Development;
Customer Satisfaction;
Projects;
Business or Company Management;
Product Launch;
Marketing Strategy;
Decision Choices and Conditions;
Industry Structures;
Innovation Strategy;
Entertainment and Recreation Industry;
United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- April 2017 (Revised May 2022)
- Case
King Digital Entertainment
By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi...
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Keywords:
Entrepreneurship;
Information Technology;
Growth and Development Strategy;
Organizational Structure;
Acquisition;
Decision Choices and Conditions;
Video Game Industry;
Europe;
Sweden
Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised May 2022.)