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- All HBS Web
(2,117)
- Faculty Publications (654)
- March 2021
- Supplement
Sky Deutschland Analysis: Results
By: Felix Oberholzer-Gee, Sascha L. Schmidt, Renate Imoberdorf and Sebastian Koppers
Carsten Schmidt, CEO of Sky Deutschland, needs to prepare for the auction of German soccer rights. Much was at stake. Not only was soccer the most widely watched sport in Germany, the company had long advertised that only Sky showed “every game, every goal.” In... View Details
- March 2021
- Case
Sky Deutschland - Bidding for Sports Rights (A)
By: Felix Oberholzer-Gee, Sascha L. Schmidt, Renate Imoberdorf and Sebastian Koppers
Carsten Schmidt, CEO of Sky Deutschland, needs to prepare for the auction of German soccer rights. Much was at stake. Not only was soccer the most widely watched sport in Germany, the company had long advertised that only Sky showed “every game, every goal.” In... View Details
Keywords: Sports; Entertainment; Television Entertainment; Intellectual Property; Auctions; Bids and Bidding; Sports Industry; Media and Broadcasting Industry; Germany
Oberholzer-Gee, Felix, Sascha L. Schmidt, Renate Imoberdorf, and Sebastian Koppers. "Sky Deutschland - Bidding for Sports Rights (A)." Harvard Business School Case 721-440, March 2021.
- March 2021
- Supplement
Sky Deutschland - Bidding for Sports Rights (B)
By: Felix Oberholzer-Gee, Sascha L. Schmidt and Sebastian Koppers
Carsten Schmidt, CEO of Sky Deutschland, needs to prepare for the auction of German soccer rights. Much was at stake. Not only was soccer the most widely watched sport in Germany, the company had long advertised that only Sky showed “every game, every goal.” In... View Details
Keywords: Sports; Entertainment; Television Entertainment; Intellectual Property; Auctions; Bids and Bidding; Sports Industry; Media and Broadcasting Industry; Germany
Oberholzer-Gee, Felix, Sascha L. Schmidt, and Sebastian Koppers. "Sky Deutschland - Bidding for Sports Rights (B)." Harvard Business School Supplement 721-441, March 2021.
- 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; 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.
- February 2021 (Revised March 2022)
- Case
TikTok in 2020: Super App or Supernova?
By: Jeffrey F. Rayport, Dan Maher and Dan O'Brien
TikTok’s parent company, ByteDance, was launched in 2012 around a simple idea – helping users entertain themselves on their smartphones while on the Beijing Subway. In less than a decade, it had become one of the world’s most valuable private companies, with investors... View Details
Keywords: Business Model; Business Startups; Business Organization; Change Management; Disruption; Cross-Cultural and Cross-Border Issues; Global Strategy; Health Pandemics; Innovation Strategy; Growth and Development Strategy; Growth Management; Brands and Branding; Marketing Strategy; Marketing Channels; Network Effects; Digital Platforms; Product Design; Product Development; Partners and Partnerships; Opportunities; Social Issues; Mobile and Wireless Technology; Internet and the Web; Value Creation; United States; China
Rayport, Jeffrey F., Dan Maher, and Dan O'Brien. "TikTok in 2020: Super App or Supernova?" Harvard Business School Case 821-087, February 2021. (Revised March 2022.)
- February 2021 (Revised January 2024)
- Case
Walt Disney: Changing the World
By: Robert Simons and Shirley Sun
This case describes the rise of Walt Disney, founder of the worldwide entertainment company. The case describes how Disney, as a young artist, created memorable figures such as Mickey Mouse and went on to produce Academy-award-winning films and build the world’s most... View Details
Keywords: Creativity Teams; Entertainment Industry; Family; Entertainment; Creativity; Personal Characteristics; Business Startups; Work-Life Balance; Personal Development and Career; Success; Entertainment and Recreation Industry
Simons, Robert, and Shirley Sun. "Walt Disney: Changing the World." Harvard Business School Case 121-056, February 2021. (Revised January 2024.)
- 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
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.
- February 2021 (Revised February 2021)
- Case
World of Dreams Entertainment Group: Building a Resilient Business
By: Lynda M. Applegate, Sarah Endline and Michael Norris
In 2021, Ron DeShay, former American Idol producer, is launching his new business venture: World of Dreams Entertainment Group. World of Dreams rethought the existing TV production model, giving audiences more power to directly influence the creation of shows through a... View Details
Keywords: Television Entertainment; Media; Social Issues; Sports; Business Ventures; Digital Platforms; Entertainment and Recreation Industry; United States; California; Los Angeles
Applegate, Lynda M., Sarah Endline, and Michael Norris. "World of Dreams Entertainment Group: Building a Resilient Business." Harvard Business School Case 821-039, February 2021. (Revised February 2021.)
- January 2021 (Revised October 2021)
- Case
iOpenEye: Theater and #MeToo in Nigeria
By: Caroline Elkins, Tarun Khanna and Joyce J. Kim
In 2014, Ifeoma Fafunwa, an award-winning playwright and director, founded iOpenEye, a commercial production company dedicated to driving social change through performance art. iOpenEye’s flagship theatrical production was called “Hear Word! Naija Woman Talk True,”... View Details
Keywords: Theatre; Social Change; Entrepreneurship; Social Enterprise; Arts; Entertainment; Social Issues; Health Pandemics; Organizational Change and Adaptation; Business Model; Nigeria
Elkins, Caroline, Tarun Khanna, and Joyce J. Kim. "iOpenEye: Theater and #MeToo in Nigeria." Harvard Business School Case 321-111, January 2021. (Revised October 2021.)
- January 2021
- Case
Cinépolis
By: Joshua D. Margolis and Fernanda Miguel
Two weeks after Cinepolis released a documentary film about corruption, a judge ordered its provisional suspension, claiming it had to be edited before it continued to be shown, against Mexican cinematography laws. Cinépolis, Latin America’s largest movie theater chain... View Details
Keywords: Movies; Entertainment; Corruption; Risk Assessment; Communication Strategy; Crime and Corruption; Decision Making; Film Entertainment; Ethics; Leadership; Risk Management; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Mexico; Latin America; North and Central America
Margolis, Joshua D., and Fernanda Miguel. "Cinépolis." Harvard Business School Case 421-053, January 2021.
- 2021
- Working Paper
Bollywood, Skin Color and Sexism: The Role of the Film Industry in Emboldening and Contesting Stereotypes in India after Independence
By: Sudev Sheth, Geoffrey Jones and Morgan Spencer
This working paper examines the social impact of the film industry in India during the first four decades after Indian Independence in 1947. It shows that Bollywood, the mainstream cinema in India and the counterpart in scale to Hollywood in the United States, shared... View Details
Keywords: Film Industry; Bollywood; Tamil Cinema; Male Gaze; Social Impact; Stereotypes; Oral History; Film Entertainment; Gender; Race; Personal Characteristics; Prejudice and Bias; Business History; Motion Pictures and Video Industry; India
Sheth, Sudev, Geoffrey Jones, and Morgan Spencer. "Bollywood, Skin Color and Sexism: The Role of the Film Industry in Emboldening and Contesting Stereotypes in India after Independence." Harvard Business School Working Paper, No. 21-077, January 2021.
- December 2020
- Case
Tencent: Combining Technology and Culture
By: Elie Ofek, Billy Chan and Dawn H. Lau
Tencent, one of the largest Internet conglomerates in China, had a vision to become a "Tech+Culture" firm. With dominant market shares in online games and social networking, it had built a vast Internet-based entertainment ecosystem, and was now focused on cultural... View Details
Keywords: Media Franchise; Marketing; Market Entry and Exit; Product Launch; Strategy; Culture; China
Ofek, Elie, Billy Chan, and Dawn H. Lau. "Tencent: Combining Technology and Culture." Harvard Business School Case 521-066, December 2020.
- 2023
- Working Paper
Personalized Game Design for Improved User Retention and Monetization in Freemium Games
By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing
digital games is setting the level of difficulty, which essentially regulates the user’s ability to
progress within the game. This aspect is particularly significant in... 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 and Wireless Technology; Customers; Retention; Product Design; Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnite
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
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- October 2020
- Case
John Branca: Negotiating the Beatles' Northern Songs Catalog (A)
By: James K. Sebenius and Alex Green
In 1985, pop music superstar Michael Jackson instructed his attorney, John Branca, to make a bid for the Northern Songs music catalog, which contained the songs of the Beatles. In a challenging negotiation with Australian media baron Robert Holmes à Court, Branca... View Details
Keywords: Negotiation; Entertainment; Music Entertainment; Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; United Kingdom
Sebenius, James K., and Alex Green. "John Branca: Negotiating the Beatles' Northern Songs Catalog (A)." Harvard Business School Case 921-009, October 2020.
- September 2020
- Case
Chip and Joanna Gaines' Magnolia Network
By: Anita Elberse and Julia McNicholas
Chip and Joanna Gaines, who have shot to fame as stars of the hit television show Fixer Upper, are preparing to launch their own television network. It is April 2019, a year since the home-renovation show Fixer Upper’s fifth season on cable channel HGTV ended, and more... View Details
Keywords: Entertainment; Television; Superstars; Innovation; Creative Industries; Talent; General Management; Celebrities; Television Entertainment; Entrepreneurship; Joint Ventures; Innovation and Invention; Marketing; Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Elberse, Anita, and Julia McNicholas. "Chip and Joanna Gaines' Magnolia Network." Harvard Business School Case 521-044, September 2020.
- September 2020
- Case
Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis
By: Boris Groysberg and Michael Norris
In the summer of 2020, Jan Swartz, President of Princess Cruises, was persevering to lead her company back from the depths of the COVID-19 Pandemic. Diamond Princess, one of Princess Cruises’ 18 ships was the site of one of the earliest large outbreaks of COVID-19... View Details
Keywords: COVID-19 Pandemic; COVID-19; Leading Change; Crisis Management; Ship Transportation; Health Pandemics; Human Resources; Business Strategy; Gender; Personal Development and Career; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; United States
Groysberg, Boris, and Michael Norris. "Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis." Harvard Business School Case 421-036, September 2020.
- August 2020
- Teaching Note
Sesame Workshop (B): Celebrating 50 Years of Helping Kids Grow Smarter, Stronger, and Kinder
By: Rosabeth Moss Kanter and Joyce J. Kim
Teaching Note for Case No. 321-015. In 2019, Sesame Workshop celebrated its 50th anniversary while on a winning streak of social impact, innovation, and peak media and financial results. Over the past four years, CEO Jeff Dunn and his turnaround team exhibited... View Details
- 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
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.)
- Article
Music's Last Best Hope Lies in Live-Streaming
With big crowds and concerts off limits, there is almost no other way for performers to make money. View Details
Kominers, Scott Duke. "Music's Last Best Hope Lies in Live-Streaming." Bloomberg Opinion (August 3, 2020).