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- 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.,...
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Keywords:
Superfluous Apology;
Apology;
Benevolence-based Trust;
Empathy;
Stochastic Trust Game;
Trust;
Emotions;
Societal Protocols
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.
- 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...
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Keywords:
Electronic Mail Game;
Stag Hunt;
Coordination;
Signaling;
Networks;
Behavior;
Communication;
Trust;
Game Theory
Coles, Peter A., and Ran Shorrer. "Correlation in the Multiplayer Electronic Mail Game." B.E. Journal of Theoretical Economics 12, no. 1 (May 2012).
- 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...
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Ashraf, Nava, Iris Bohnet, and Nikita Piankov. "Decomposing Trust and Trustworthiness." Experimental Economics 9, no. 3 (September 2006): 193–208.
- 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...
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Keywords:
Moral Preferences;
Moral Frames;
Observability;
Trustworthiness;
Trust Game;
Trade-off Game;
Moral Sensibility;
Reputation;
Behavior;
Trust
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...
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Keywords:
Moral Preferences;
Moral Frames;
Observability;
Trustworthiness;
Trust Game;
Trade-off Game;
Moral Sensibility;
Reputation;
Behavior;
Trust
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.
- 01 Sep 2023
- News
End Game
year of business, the company announced that the family was giving away all of their equity (worth somewhere in the billions) to a new entity called the Patagonia Purpose Trust and a new nonprofit, the Holdfast Collective. The 501(c)(4)...
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- 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...
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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
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...
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Keywords:
Cognitive Control;
Ego Depletion;
Fairness;
Trust Game;
Ultimatum Game;
Reciprocity;
Self-control Failure
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.
- Program
Changing the Game
Learn More Key Benefits This program improves your performance in a wide range of competitive transactions. You will return to your company ready to make the right moves during negotiations and become a skilled representative your organization can View Details
- 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.
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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.)
- 28 Sep 2012
- News
The economics of video games
- 2010
- Working Paper
Lawful but Corrupt: Gaming and the Problem of Institutional Corruption in the Private Sector
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...
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Keywords:
Crime and Corruption;
Civil Society or Community;
Competitive Advantage;
Earnings Management;
Trust;
Law;
Performance;
Investment Funds;
Private Sector;
Behavior;
Relationships;
Goals and Objectives
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.
- 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...
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Keywords:
Behavioral Economics;
Cognitive Neuroscience;
Corruption;
Cooperation;
Self-deception;
Trust;
Behavior
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.
- 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...
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- 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...
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Keywords:
"Repeated Games";
Stochastic Trust Game;
Dynamic Program;
P2P Lending;
Scrip Systems;
Artificial Currency;
Non-monetary Trade Economies;
Marketplace Matching;
Currency;
Operations;
Game Theory
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...
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- 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...
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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...
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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
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...
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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;
Advertising Industry;
Communications Industry;
Entertainment and Recreation Industry;
Information Industry;
Information Technology Industry;
Journalism and News Industry;
Media and Broadcasting Industry;
Service Industry;
Technology Industry;
Telecommunications Industry;
Video Game Industry;
United States;
California;
Sunnyvale;
Russia
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...
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