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Show Results For
- All HBS Web
(799)
- People (6)
- News (183)
- Research (517)
- Events (1)
- Multimedia (4)
- Faculty Publications (350)
- 23 Jan 2007
- First Look
First Look: January 23, 2007
banking and would result in the 10th-largest bank in the world. Discusses the main sources of value creation from international expansion and acquisitions in the commercial banking industry. Also, highlights the barriers to integration within the single View Details
Keywords: Martha Lagace
- February 2017
- Case
Clear Channel (A): The Rise, 1972–2003
By: John R. Wells and Gabriel Ellsworth
At the end of 2003, Clear Channel Communications, Inc., a diversified media group with revenues of $8.9 billion, could claim leadership positions in all three of its main businesses. Clear Channel Broadcasting was the largest radio-station operator in the world, with... View Details
Keywords: Clear Channel; Clear Channel Outdoor; Radio; Outdoor Advertising; Concert Industry; Lowry Mays; Federal Communications Commission; Regulation; Regulations; Regulatory Environment; JCDecaux; Media; Growth Management; Consolidation; Competitive Strategy; Fair Value Accounting; Advertising; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; For-Profit Firms; Entertainment; Music Entertainment; Television Entertainment; Public Equity; Profit; Revenue; Geographic Scope; Multinational Firms and Management; Government Legislation; Business History; Laws and Statutes; Business or Company Management; Growth and Development Strategy; Marketing Channels; Industry Structures; Public Ownership; Problems and Challenges; Sales; Opportunities; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Corporate Strategy; Diversification; Expansion; Wireless Technology; Valuation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; Texas
Wells, John R., and Gabriel Ellsworth. "Clear Channel (A): The Rise, 1972–2003." Harvard Business School Case 717-476, February 2017.
- 16 May 2000
- Research & Ideas
Getting the Message: How the Internet is Changing Advertising
entertainment all on one device." Structural Evolution The path to the future that Law envisions will in fact be paved with many of the same advertising structures that have traditionally been integral parts of the ad industry.... View Details
Keywords: by Susan Young
- 22 Oct 2014
- HBS Seminar
Koleman Strumpf, University of Kansas School of Business
- May 2002 (Revised May 2003)
- Case
Performance Indicator
Performance Indicator is a start-up that holds patents on the use of color-change technology to indicate when golf balls have been damaged by exposure to water. Because golfers put two to five used golf balls into play for every one new ball they buy, the used golf... View Details
Keywords: Information Technology; Patents; Entrepreneurship; Sports; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Corts, Kenneth S. "Performance Indicator." Harvard Business School Case 702-480, May 2002. (Revised May 2003.)
- May 2020 (Revised October 2021)
- Case
Valuing Peloton
Peloton Interactive, a well-known venture-capital-backed unicorn in the connected fitness space, recently had gone public with a market capitalization of over $8.0 billion. However, in the weeks following its public debut, Peloton’s stock price had fallen by over 25%.... View Details
Keywords: Business Model; Public Equity; Initial Public Offering; Disruptive Innovation; Business Strategy; Valuation; Entertainment and Recreation Industry; United States
Mayfield, E. Scott. "Valuing Peloton." Harvard Business School Case 220-060, May 2020. (Revised October 2021.)
- May 2017
- Supplement
Betfair (B)
By: Ramon Casadesus-Masanell, John Heilbron and Neil Campbell
Buoyed by success in the market for gambling contracts, Betfair attempts to enter the market for financial products using its exchange model. View Details
Keywords: Betfair; Exchange; Business Model; Betting; Leisure Industry; Market Design; Digital Platforms; Diversification; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Europe
Casadesus-Masanell, Ramon, John Heilbron, and Neil Campbell. "Betfair (B)." Harvard Business School Supplement 717-517, May 2017.
- June 2002 (Revised September 2002)
- Case
Pokemon: Gotta Catch 'Em All (Abridged)
By: Youngme E. Moon
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; Asia; United States
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- Web
Employment Data
3% Entertainment / Media 3% Health Care 6% Investment Banking 5% Investment Management / Hedge Fund 6% Manufacturing 5% Nonprofit / Government 5% Other Financial Services 4% Private Equity 19% Retail 2% Services 3% Technology 16% Venture... View Details
- May 2013
- Case
Altius Golf and the Fighter Brand
By: Robert J. Dolan and Sunru Yong
Altius Golf is the clear leader in the golf ball market despite a long-term decline in the number of golfers and a drop in sales following the financial crisis. The firm has maintained its position by introducing generations of advanced, super-premium golf balls that... View Details
Keywords: Governing and Advisory Boards; Competitive Advantage; Decision Choices and Conditions; Distribution Channels; Sports; Financial Crisis; Brands and Branding; Segmentation; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Dolan, Robert J., and Sunru Yong. "Altius Golf and the Fighter Brand." Harvard Business School Brief Case 913-578, May 2013.
- September 1999
- Case
Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)
By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary... View Details
Keywords: Games, Gaming, and Gambling; Competitive Strategy; Technological Innovation; Growth and Development Strategy; Partners and Partnerships; Product Development; Business Growth and Maturation; Market Entry and Exit; Sales; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
Willy C. Shih
Willy Shih is the Robert and Jane Cizik Professor of Management Practice in Business Administration. He is part of the Technology and Operations Management Unit, and he teaches in the MBA and Executive Education Programs. His expertise is in manufacturing, product... View Details
- October 2019 (Revised February 2020)
- Case
Relevent and LaLiga: Bringing Spanish Soccer to America
By: Anita Elberse and David Moreno Vicente
“Barcelona backs out of proposed LaLiga match in Miami.” It is December 2018, and Daniel Sillman, chief executive officer of sports and entertainment company Relevent, is tasked with finding a way forward after a significant setback. Relevent had found success by... View Details
Keywords: Soccer; Football; Superstars; Talent; Talent Development; General Management; Marketing; Entertainment; Sports; Media; Talent and Talent Management; Globalization; Strategy; Sports Industry
Elberse, Anita, and David Moreno Vicente. "Relevent and LaLiga: Bringing Spanish Soccer to America." Harvard Business School Case 520-021, October 2019. (Revised February 2020.)
- August 2022 (Revised March 2023)
- Case
Pricing at Netflix: The Sequel
By: Elie Ofek and Amy Klopfenstein
This case continues the themes discussed in "Pricing at Netflix" (Case 521-004). Following the conclusion of the original case, Netflix developed new, high-profile original content, added millions of subscribers, and introduced another price increase in January 2022.... View Details
Keywords: Marketing; Advertising; Marketing Strategy; Entertainment; Film Entertainment; Television Entertainment; Finance; Strategy; Competition; Competitive Strategy; Business Strategy; Adaptation; Internet and the Web; Customers; Customer Satisfaction; Entertainment and Recreation Industry; Entertainment and Recreation Industry; North and Central America; United States
Ofek, Elie, and Amy Klopfenstein. "Pricing at Netflix: The Sequel." Harvard Business School Case 523-015, August 2022. (Revised March 2023.)
- February 2011 (Revised November 2013)
- Case
The Cheezburger Network
By: John Deighton and Leora Kornfeld
Cheezburger Network was a Web publisher of humorous, user-contributed content, using social media for dissemination, and selling advertising against the traffic of 1 billion page views per quarter. In January 2011, it raised $30 million in venture capital for the... View Details
Keywords: Budgets and Budgeting; Digital Marketing; Customer Relationship Management; Venture Capital; Emerging Markets; Strategic Planning; Sales; Internet and the Web; Publishing Industry; Web Services Industry
Deighton, John, and Leora Kornfeld. "The Cheezburger Network." Harvard Business School Case 511-091, February 2011. (Revised November 2013.) (request a courtesy copy.)
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical 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; Value Creation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 31 Jan 2005
- Research & Ideas
Rethinking Marketing’s Conventional Wisdom
HBS associate professor Youngme Moon teaches the MBA elective Consumer Marketing and several Executive Education marketing courses. With her research and course development work focusing on innovative... View Details
- 02 Aug 2011
- First Look
First Look: August 2
the practice of business strategy for 30 years. The problem lies instead in what strategic leaders are not trained to do. In caricature, Porter's view casts strategists as practitioner economists who expertly analyze and manage market... View Details
Keywords: Sean Silverthorne
- November 2018
- Case
Sportradar (A): From Data to Storytelling
By: Ramon Casadesus-Masanell, Karen Elterman and Oliver Gassmann
In 2013, the Swiss sports data company Sportradar debated whether to expand from its core business of data provision to bookmakers into sports media products. Sports data was becoming a commodity, and in the future, sports leagues might reduce their dependence on... View Details
Keywords: Sports Data; Data; Sport; Sportradar; Football; Soccer; Gambling; Betting; Betting Markets; Statistics; Odds; Live Data; Bookmakers; Betradar; Visualization; Integrity; Monitoring; Gaming; Streaming; 2013; St.Gallen; Algorithm; Mathematical Modeling; Carsten Koerl; Betandwin; Bwin; Wagering; Probability; Sports; Analytics and Data Science; Mathematical Methods; Games, Gaming, and Gambling; Transition; Strategy; Media; Sports Industry; Technology Industry; Information Technology Industry; Media and Broadcasting Industry; Europe; Switzerland; Asia; Austria; Germany; England
Casadesus-Masanell, Ramon, Karen Elterman, and Oliver Gassmann. "Sportradar (A): From Data to Storytelling." Harvard Business School Case 719-429, November 2018.
- 17 Jun 2013
- Research & Ideas
Advertising Symbiosis: The Key to Viral Videos
unconventional not to share. As for persuasion, the final step of successful virality, marketers (with the notable exception of Blendtec) face the tough challenge of entertaining viewers without losing a... View Details