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      • Faculty Publications  (381)

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      • March 2023 (Revised May 2023)
      • Case

      Metaverse Wars

      By: Andy Wu, David B. Yoffie and Matt Higgins
      In 2023, the term metaverse — a combination of the words “meta” and “universe” — had become a catch-all for a diverse set of expectations about online virtual worlds, “Web3” integration, and the future of the internet. To some, the metaverse conjured images of a...  View Details
      Keywords: Metaverse; Technology; Virtual Reality; Facebook; Social Media; Technological Innovation; Internet and the Web; Technology Adoption
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      Wu, Andy, David B. Yoffie, and Matt Higgins. "Metaverse Wars." Harvard Business School Case 723-431, March 2023. (Revised May 2023.)
      • April 2023
      • Teaching Note

      Netflix’s Culture: Binge or Cringe?

      By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
      In April 2022, streaming entertainment company Netflix lost customers for the first time in more than 10 years. Once a first mover in the streaming landscape, Netflix was facing competition from Amazon Prime Video, Disney+, HBO Max, and others. A key component of...  View Details
      Keywords: Compensation and Benefits; Employees; Recruitment; Resignation and Termination; Retention; Selection and Staffing; Innovation and Management; Innovation Strategy; Leadership Style; Business or Company Management; Management Style; Media; Business Processes; Organizational Culture; Organizational Structure; Performance Expectations; Performance Productivity; Creativity; Business Strategy; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America
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      Joly, Hubert, Leonard A. Schlesinger, James Barnett, and Stacy Straaberg. "Netflix’s Culture: Binge or Cringe?" Harvard Business School Teaching Note 523-004, March 2023.
      • 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.
      • March 2023
      • Article

      Not from Concentrate: Collusion in Collaborative Industries

      By: Jordan M. Barry, John William Hatfield, Scott Duke Kominers and Richard Lowery
      The chief principle of antitrust law and theory is that reducing market concentration—having more, smaller firms instead of fewer, bigger ones—reduces anticompetitive behavior. We demonstrate that this principle is fundamentally incomplete.

      In many...  View Details
      Keywords: Antitrust; Antitrust Law; Antitrust Theory; Law And Economics; Collusion; Collaboration; Collaborative Industries; Regulation; "Repeated Games"; IPOs; Initial Public Offerings; Underwriters; Real Estate; Real Estate Agents; Realtors; Syndicated Markets; Syndication; Brokers; Market Concentration; Competition; Law; Economics; Collaborative Innovation and Invention; Governing Rules, Regulations, and Reforms; Game Theory; Initial Public Offering
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      Barry, Jordan M., John William Hatfield, Scott Duke Kominers, and Richard Lowery. "Not from Concentrate: Collusion in Collaborative Industries." Iowa Law Review 108, no. 3 (March 2023): 1089–1148.
      • 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; Video Game Industry; Video Game Industry; Video Game 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.
      • January 2023
      • Case

      Nick Saban: Embracing 'The Process' of Sustaining Success

      By: Ranjay Gulati and Eppa Rixey
      Nick Saban, head coach of the University of Alabama football team from 2007-2022, fielded teams that won 183 of 208 games (88%), including a record-tying six national championships. Saban’s approach to coaching, known to many as “The Process,” and the consistent...  View Details
      Keywords: Purpose; Leadership And Managing People; Football; Recruiting; Talent Acquisition; Talent And Talent Management; Talent Development And Retention; Organization Change And Adaptation; Organizational Behavior; Sports; Leadership; Leadership Development; Organizational Culture; Organizational Change and Adaptation; Sports Industry; United States
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      Gulati, Ranjay, and Eppa Rixey. "Nick Saban: Embracing 'The Process' of Sustaining Success." Harvard Business School Case 423-033, January 2023.
      • December 2022
      • Article

      I Don't 'Recall': The Decision to Delay Innovation Launch to Avoid Costly Product Failure

      By: Byungyeon Kim, Oded Koenigsberg and Elie Ofek
      Innovations embody novel features or cutting-edge components aimed at delivering desired customer benefits. Oftentimes, however, we observe the need to recall new products shortly after their introduction. Indeed, a firm may rush an innovation to market in an attempt...  View Details
      Keywords: Innovation Management; Innovation And Strategy; Product Development Strategy; Product Introduction; Quality Control; Product Recalls; Game Theory; Market Timing; Innovation Strategy; Product Launch; Product Development
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      Kim, Byungyeon, Oded Koenigsberg, and Elie Ofek. "I Don't 'Recall': The Decision to Delay Innovation Launch to Avoid Costly Product Failure." Management Science 68, no. 12 (December 2022): 8889–8908.
      • December 2022
      • Article

      Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics

      By: Cheng Gao and Rory McDonald
      In nascent industries—whose new technologies are often poorly understood by regulators—contending with regulatory uncertainty can be crucial to organizational survival and growth. Prior research on nonmarket strategy has largely focused on established firms in mature...  View Details
      Keywords: Technological Change; Innovation; Qualitative Methods; New Categories; Entrepreneurship; Technological Innovation; Governing Rules, Regulations, and Reforms; Risk and Uncertainty; Strategy
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      Gao, Cheng, and Rory McDonald. "Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics." Administrative Science Quarterly 67, no. 4 (December 2022): 915–967.
      • 2022
      • Article

      Which Explanation Should I Choose? A Function Approximation Perspective to Characterizing Post hoc Explanations

      By: Tessa Han, Suraj Srinivas and Himabindu Lakkaraju
      A critical problem in the field of post hoc explainability is the lack of a common foundational goal among methods. For example, some methods are motivated by function approximation, some by game theoretic notions, and some by obtaining clean visualizations. This...  View Details
      Keywords: Mathematical Methods; Decision Choices and Conditions; Analytics and Data Science
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      Han, Tessa, Suraj Srinivas, and Himabindu Lakkaraju. "Which Explanation Should I Choose? A Function Approximation Perspective to Characterizing Post hoc Explanations." Advances in Neural Information Processing Systems (NeurIPS) (2022). (Best Paper Award, International Conference on Machine Learning (ICML) Workshop on Interpretable ML in Healthcare.)
      • November–December 2022
      • Article

      Can AI Really Help You Sell?

      By: Jim Dickie, Boris Groysberg, Benson P. Shapiro and Barry Trailer
      Many salespeople today are struggling; only 57% of them make their annual quotas, surveys show. One problem is that buying processes have evolved faster than selling processes, and buyers today can access a wide range of online resources that let them evaluate products...  View Details
      Keywords: Sales; AI and Machine Learning; Customers
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      Dickie, Jim, Boris Groysberg, Benson P. Shapiro, and Barry Trailer. "Can AI Really Help You Sell?" Harvard Business Review (November–December 2022): 120–129.
      • 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...  View Details
      Keywords: Advertising; Brands and Branding; Marketing Strategy; Consumer Behavior; Growth and Development Strategy; Video Game Industry; Japan
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      Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022.
      • September 2022
      • Case

      Wordle

      By: Karen G. Mills, Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck and Morgane Herculano
      After sourdough bread, countertop chive gardens, and vaccine selfies came a pandemic-era trend that everyone seemed to be in on: one daily chance to guess a five-letter word and crow about your success on social media via little green and yellow squares. From a...  View Details
      Keywords: Games; Mergers and Acquisitions; Trends; Entrepreneurship; Bids and Bidding; Consumer Behavior; Entertainment and Recreation Industry; Technology Industry
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      Mills, Karen G., Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck, and Morgane Herculano. "Wordle." Harvard Business School Case 323-032, September 2022.
      • 2022
      • Working Paper

      What Would It Mean for a Machine to Have a Self?

      By: Julian De Freitas, Ahmet Kaan Uğuralp, Zeliha Uğuralp, Laurie Paul, Joshua B. Tenenbaum and Tomer Ullman
      What would it mean for autonomous AI agents to have a ‘self’? One proposal for a minimal notion of self is a representation of one’s body spatio-temporally located in the world, with a tag of that representation as the agent taking actions in the world. This turns...  View Details
      Keywords: Self; AI; Games; Reinforcement Learning; Avatar; AI and Machine Learning
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      De Freitas, Julian, Ahmet Kaan Uğuralp, Zeliha Uğuralp, Laurie Paul, Joshua B. Tenenbaum, and Tomer Ullman. "What Would It Mean for a Machine to Have a Self?" Harvard Business School Working Paper, No. 23-017, September 2022.
      • August 3, 2022
      • Article

      Why NFT Creators Are Going cc0

      By: and Scott Duke Kominers Flashrekt
      Strategies for building brands, communities, and content through intellectual property (IP) vary greatly across NFT projects. Some maintain more or less standard IP protections; others give just NFT owners rights to innovate upon the associated intellectual property;...  View Details
      Keywords: Non-fungible Tokens; NFTs; Video Games; Merchandising; Creative Commons; Intellectual Property
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      Flashrekt, and Scott Duke Kominers. "Why NFT Creators Are Going cc0." a16zcrypto.com (August 3, 2022).
      • 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; Video Game 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.)
      • June 2022 (Revised September 2022)
      • Case

      Netflix’s Culture: Binge or Cringe?

      By: Hubert Joly, Leonard A. Schlesinger, James Barnett and Stacy Straaberg
      In April 2022, streaming entertainment company Netflix lost customers for the first time in more than 10 years. Once a first mover in the streaming landscape, Netflix was facing competition from Amazon Prime Video, Disney+, HBO Max, and others. A key component of...  View Details
      Keywords: Compensation and Benefits; Employees; Recruitment; Resignation and Termination; Retention; Selection and Staffing; Innovation and Management; Innovation Strategy; Leadership Style; Business or Company Management; Management Style; Media; Business Processes; Organizational Culture; Organizational Structure; Performance Expectations; Performance Productivity; Creativity; Business Strategy; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry; North America; California; Canada; Europe; Middle East; Africa; Asia; Latin America
      Citation
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      Joly, Hubert, Leonard A. Schlesinger, James Barnett, and Stacy Straaberg. "Netflix’s Culture: Binge or Cringe?" Harvard Business School Case 522-096, June 2022. (Revised September 2022.)
      • March 2022
      • Teaching Note

      Skillz: Esports and Skill-Based Mobile Gaming

      By: Andy Wu
      Teaching Note for HBS Case No. 721-358.  View Details
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      Wu, Andy. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Teaching Note 722-426, March 2022.
      • 2022
      • Book

      Corporate Explorer: How Corporations Beat Startups at the Innovation Game

      By: Andrew Binns, Charles A. O'Reilly III and Michael Tushman
      Innovation used to be seen as a game best left to entrepreneurs, but now a new breed of corporate managers is flipping this logic on its head. These Corporate Explorers have the insight, resilience, and discipline to overcome the obstacles and build new ventures from...  View Details
      Keywords: Organization Change And Adaptation; Disruptive Innovation; Organizational Change and Adaptation; Innovation and Management; Leading Change
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      Binns, Andrew, Charles A. O'Reilly III, and Michael Tushman. Corporate Explorer: How Corporations Beat Startups at the Innovation Game. Hoboken, NJ: Wiley, 2022.
      • January 2022
      • Case

      Strategic Agility: Lessons from the Game of Poker

      By: Francesca Gino and Gary Pisano
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      Gino, Francesca, and Gary Pisano. "Strategic Agility: Lessons from the Game of Poker." Harvard Business School Multimedia/Video Case 922-705, January 2022.
      • January 2022
      • Article

      Artificial Intelligence, Data-Driven Learning, and the Decentralized Structure of Platform Ecosystems

      By: David R. Clough and Andy Wu
      Gregory, Henfridsson, Kaganer, and Kyriakou (2020) highlight the important role of data and AI as strategic resources that platforms may use to enhance user value. However, their article overlooks a significant conceptual distinction: the installed base of...  View Details
      Keywords: Artificial Intelligence; Data Strategy; Ecosystem; Value Capture; Digital Platforms; Analytics and Data Science; Strategy; Learning; Value Creation; AI and Machine Learning; Video Game Industry; Video Game Industry; Video Game Industry; Video Game Industry
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      Clough, David R., and Andy Wu. "Artificial Intelligence, Data-Driven Learning, and the Decentralized Structure of Platform Ecosystems." Academy of Management Review 47, no. 1 (January 2022): 184–189.
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