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    • All HBS Web  (436)
      • Faculty Publications  (155)

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      • 2023
      • Working Paper

      A Welfare Analysis of Gambling in Video Games

      By: Tomomichi Amano and Andrey Simonov
      In 2020, gamers worldwide spent more than $15 billion on loot boxes, a lottery of virtual items built into video games. Loot boxes are contentious, as regulators worry that they constitute gambling. In contrast, video game companies maintain that loot boxes are...  View Details
      Keywords: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Video Game Industry
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      Amano, Tomomichi, and Andrey Simonov. "A Welfare Analysis of Gambling in Video Games." Harvard Business School Working Paper, No. 23-052, February 2023.
      • February 2023
      • Case

      Roblox: Virtual Commerce in the Metaverse

      By: Ayelet Israeli and Nicole Tempest Keller
      In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use “co-experience platform”, allowed users to come together in immersive 3D experiences to socialize, work,...  View Details
      Keywords: Entertainment; Games, Gaming, and Gambling; Market Design; Marketing; Brands and Branding; Marketing Channels; Marketing Strategy; Business Strategy; Economics; Economy; Economic Systems; Advertising; Advertising Campaigns; Digital Platforms; Markets; Price; Innovation and Management; Entertainment and Recreation Industry; Video Game Industry; Technology Industry; United States; California; North America; South America; Asia; Europe
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      Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
      • November 2022
      • Article

      Opportunity Neglect: An Aversion to Low-probability Gains

      By: Emily Prinsloo, Kate Barasz, Leslie K. John and Michael I. Norton
      Seven preregistered studies (N = 2,890) conducted in the field, lab, and online document opportunity neglect: a tendency to reject opportunities with low probability of success, even when they come with little or no objective cost (e.g., time, money, reputation). In...  View Details
      Keywords: Opportunities; Behavior; Risk and Uncertainty; Success; Perception
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      Prinsloo, Emily, Kate Barasz, Leslie K. John, and Michael I. Norton. "Opportunity Neglect: An Aversion to Low-probability Gains." Psychological Science 33, no. 11 (November 2022): 1857–1866.
      • July 2022 (Revised November 2022)
      • Case

      Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard

      By: Joseph Pacelli, Jonas Heese 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...  View Details
      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; Entertainment and Recreation Industry; Video Game Industry; North America; California
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      Pacelli, Joseph, Jonas Heese, and James Barnett. "Call of Fiduciary Duty: Microsoft Acquires Activision Blizzard." Harvard Business School Case 123-011, July 2022. (Revised November 2022.)
      • May 2022
      • Article

      Can Gambling Increase Savings? Empirical Evidence on Prize-Linked Savings Accounts

      By: Shawn A. Cole, Benjamin Iverson and Peter Tufano
      This paper studies the adoption and impact of prize-linked savings (PLS) accounts, which offer lottery-like payouts to individual account holders in lieu of interest. Using microlevel data from a bank in South Africa, we show that PLS is attractive to a broad group of...  View Details
      Keywords: Household Finance; Banking; Savings; Prize-linked Savings; Lottery; Household; Personal Finance; Saving; Banks and Banking
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      Cole, Shawn A., Benjamin Iverson, and Peter Tufano. "Can Gambling Increase Savings? Empirical Evidence on Prize-Linked Savings Accounts." Management Science 68, no. 5 (May 2022): 3282–3308.
      • Article

      Putin's Invasion of Ukraine: A Desperate Gamble to Reverse a String of Failures

      By: Jeremy Friedman and Ingrid Burke Friedman
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      Friedman, Jeremy, and Ingrid Burke Friedman. "Putin's Invasion of Ukraine: A Desperate Gamble to Reverse a String of Failures." Jurist (March 2, 2022).
      • 2022
      • Working Paper

      Transitory and Permanent Cash Flow Shocks in Debt Contract Design

      By: Le Ma, Anywhere Sikochi and Yajun Xiao
      We examine how lenders design contracts when borrowers are exposed to volatile transitory or permanent cash flow shocks. We find that volatile transitory shocks are associated with fewer liquidity covenants, indicating financial flexibility that can enable firms to...  View Details
      Keywords: Debt Covenants; Cash Flow Shocks; Debt Contracting; Likelihood Of Default; Cash Flow; System Shocks
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      Ma, Le, Anywhere Sikochi, and Yajun Xiao. "Transitory and Permanent Cash Flow Shocks in Debt Contract Design." Harvard Business School Working Paper, No. 22-026, October 2021. (Revised April 2022.)
      • October 2021
      • Article

      Changing Gambling Behavior through Experiential Learning

      By: Shawn A. Cole, Martin Abel and Bilal Zia
      This paper tests experiential learning as a debiasing tool to reduce gambling in South Africa, through a randomized field experiment. The study implements a simple, interactive game that simulates the odds of winning the national lottery through dice rolling....  View Details
      Keywords: Debiasing; Experiential Learning; Behavioral Economics; Financial Education; Learning; Games, Gaming, and Gambling; Behavior; Decision Making
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      Cole, Shawn A., Martin Abel, and Bilal Zia. "Changing Gambling Behavior through Experiential Learning." World Bank Economic Review 35, no. 3 (October 2021): 745–763.
      • 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...  View Details
      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; Sports Industry; Entertainment and Recreation Industry; Denmark; Europe
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      Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
      • 2021
      • Working Paper

      Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment

      By: Patrick J. Ferguson and Karim R. Lakhani
      Contests that are designed to be consumed for entertainment by non-contestants are a fixture of economic, cultural and political life. In this paper, we examine whether individuals prefer to consume contests that have more uncertain outcomes. We look to...  View Details
      Keywords: Contest Design; Information Preferences; Consumer Demand; Sports; Entertainment; Games, Gaming, and Gambling; Demand and Consumers; Outcome or Result
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      Ferguson, Patrick J., and Karim R. Lakhani. "Consuming Contests: Outcome Uncertainty and Spectator Demand for Contest-based Entertainment." Harvard Business School Working Paper, No. 21-087, February 2021.
      • December 2020 (Revised December 2022)
      • Case

      The Dance of Dharma: On the Difficulty of Being Good

      By: Arthur I. Segel and Tyler M. Richard
      When deciding how to be good and act well, we often seek outside help. Many of our oldest and most frequently consulted sources of ethical guidance are our religious traditions. Just as one might consult a thoughtful friend, countless people seek direction from their...  View Details
      Keywords: Hinduism; Ethics; Religion; Values and Beliefs; Decision Making
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      Segel, Arthur I., and Tyler M. Richard. "The Dance of Dharma: On the Difficulty of Being Good." Harvard Business School Case 821-058, December 2020. (Revised December 2022.)
      • 2020
      • Working Paper

      The Twofold Effect of Customer Retention in Freemium Settings

      By: Eva Ascarza, Oded Netzer and Julian Runge
      The main tradeoff in designing freemium services is how much of the product to offer for free. At the heart of such a tradeoff is the balancing act of providing a valuable free product in order to acquire and engage consumers, while making the free product limited...  View Details
      Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile Technology; Customers; Retention; Product Design; Strategy
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      Ascarza, Eva, Oded Netzer, and Julian Runge. "The Twofold Effect of Customer Retention in Freemium Settings." Harvard Business School Working Paper, No. 21-062, November 2020.
      • 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....  View Details
      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
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      Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnight." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
      • August 2020 (Revised June 2021)
      • Case

      Skillz: Esports and Skill-Based Mobile Gaming

      By: Andy Wu, David B. Yoffie and George Gonzalez
      Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users...  View Details
      Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
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      Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
      • January 2020
      • Case

      Ninja: Which Platform Wins Esports' Biggest Star?

      By: Anita Elberse and Michal T. Leszczynski
      It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...  View Details
      Keywords: Esports; Platforms; Superstar; Games, Gaming, and Gambling; Internet and the Web; Personal Development and Career; Decision Making; Digital Platforms; Video Game Industry; Technology Industry
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      Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
      • November 2019
      • Supplement

      Gillette: Cutting Prices to Regain Share

      By: Benjamin C. Esty and Daniel Fisher
      After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by cutting prices on its razors and blades in April 2017. Bonnie Herzog, an equity analyst at Wells Fargo, must assess how the...  View Details
      Keywords: Marketing Strategy; Product Positioning; Business Strategy; Competition; Price; Public Equity; Retail Industry; Consumer Products Industry; United States
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      Esty, Benjamin C., and Daniel Fisher. "Gillette: Cutting Prices to Regain Share." Harvard Business School Spreadsheet Supplement 720-853, November 2019.
      • November 2019
      • Case

      Gillette: Cutting Prices to Regain Share

      By: Benjamin C. Esty and Daniel Fisher
      After losing market share to low-priced competitors such as Harry’s and Dollar Shave Club for several years, Gillette decided to fight back by launching new products and increasing advertising. When these efforts failed to stem the losses, Gillette decided to cut the...  View Details
      Keywords: Marketing Strategy; Product Positioning; Business Strategy; Competition; Price; Public Equity; Retail Industry; Consumer Products Industry; United States
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      Esty, Benjamin C., and Daniel Fisher. "Gillette: Cutting Prices to Regain Share." Harvard Business School Case 720-378, November 2019.
      • October 2019 (Revised October 2019)
      • Case

      Epic Games

      By: Andy Wu and Christopher Zhang
      Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive...  View Details
      Keywords: Industry Analysis; Video Games; Platforms; Comparative Advantage; Growth Strategy; Innovation Focused Strategy; Pricing Strategy; Strategy; Competition; Growth and Development Strategy; Innovation Strategy; Games, Gaming, and Gambling; Digital Platforms; Technology Industry
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      Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
      • September 2019 (Revised June 2020)
      • Case

      Othellonia: Growing a Mobile Game

      By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
      In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization.  View Details
      Keywords: Targeting; Retention/churn; Freemium; Monetization; Customer Relationship Management; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Marketing; Customers; Marketing Strategy; Retention; Acquisition; Entertainment and Recreation Industry; Japan
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      Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
      • January 2019
      • Case

      First Aid Beauty

      By: Karen Mills and Annie Dang
      In 2008, Lilli Gordon, an experienced financial and skincare entrepreneur, founded First Aid Beauty (FAB). She had discovered a white space in the prestige beauty market: high-end skin solutions that were suitable for sensitive skin. After initial success through...  View Details
      Keywords: Prestige Beauty; Skincare; Preferred Shares; Common Stock; Entrepreneurship; Venture Capital; Private Equity; Decision Choices and Conditions; Beauty and Cosmetics Industry
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      Mills, Karen, and Annie Dang. "First Aid Beauty." Harvard Business School Case 319-082, January 2019.
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