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Show Results For
- All HBS Web
(1,237)
- Faculty Publications (358)
- January 2005 (Revised October 2005)
- Supplement
Leading the Josie Esquivel Franchise (C): Definition of Success over Time
By: Boris Groysberg and Laura Morgan Roberts
Supplements the (A) case. View Details
Keywords: Entertainment and Recreation Industry
Groysberg, Boris, and Laura Morgan Roberts. "Leading the Josie Esquivel Franchise (C): Definition of Success over Time." Harvard Business School Supplement 405-072, January 2005. (Revised October 2005.)
- January 2005 (Revised August 2005)
- Case
Apple Computer, 2005
By: David B. Yoffie and Barbara Mack
Apple has reaped the benefits of its innovative music player, the iPod. However, its PC and server business continue to hold small market share relative to the worldwide computer market over the past few years. Will the iPod lure new users to the Mac? Will Apple be... View Details
Keywords: Technological Innovation; Innovation Strategy; Information Infrastructure; Brands and Branding; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Yoffie, David B., and Barbara Mack. "Apple Computer, 2005." Harvard Business School Case 705-469, January 2005. (Revised August 2005.)
- December 2004 (Revised October 2005)
- Case
Hasbro Games -- POX (A)
By: David B. Godes and Elie Ofek
Hasbro's newest toy is so unique it requires a unique launch strategy. Comparing traditional media (TV, print) with a non-traditional viral campaign, Matt Collins must weigh the risks and benefits of doing things the way they've always been done or blazing a new path... View Details
Keywords: Risk and Uncertainty; Cost vs Benefits; Marketing Strategy; Advertising Campaigns; Product Launch; Innovation and Invention; Entertainment and Recreation Industry
Godes, David B., and Elie Ofek. "Hasbro Games -- POX (A)." Harvard Business School Case 505-046, December 2004. (Revised October 2005.)
- November 2004 (Revised October 2005)
- Supplement
Leading the Josie Esquivel Franchise (B)
By: Boris Groysberg and Laura Morgan Roberts
Supplements the (A) case. View Details
Keywords: Entertainment and Recreation Industry
Groysberg, Boris, and Laura Morgan Roberts. "Leading the Josie Esquivel Franchise (B)." Harvard Business School Supplement 405-027, November 2004. (Revised October 2005.)
- November 2004 (Revised May 2005)
- Case
Marvel Enterprises, Inc.
By: Anita Elberse
The management team of Marvel Enterprises, known for its universe of superhero characters that includes Spider-Man, the Hulk, and X-Men, must reevaluate its marketing strategy. In June 2004, only six years after the company emerged from bankruptcy, Marvel has amassed a... View Details
Keywords: Intellectual Property; Business Model; Brands and Branding; Marketing Strategy; Opportunities; Growth and Development Strategy; Rights; Entertainment and Recreation Industry
Elberse, Anita. "Marvel Enterprises, Inc." Harvard Business School Case 505-001, November 2004. (Revised May 2005.)
- November 2004 (Revised November 2004)
- Supplement
Martha Stewart (B)
By: Lynn S. Paine and Christopher Bruner
Supplements the (A) case. View Details
Paine, Lynn S., and Christopher Bruner. "Martha Stewart (B)." Harvard Business School Supplement 305-035, November 2004. (Revised November 2004.)
- November 2004 (Revised November 2004)
- Supplement
Martha Stewart (C)
By: Lynn S. Paine and Christopher Bruner
Supplements the (A) case. View Details
Paine, Lynn S., and Christopher Bruner. "Martha Stewart (C)." Harvard Business School Supplement 305-036, November 2004. (Revised November 2004.)
- July 2004 (Revised March 2007)
- Case
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the... View Details
Keywords: Games, Gaming, and Gambling; Product Development; Customer Satisfaction; Projects; Business or Company Management; Product Launch; Marketing Strategy; Decision Choices and Conditions; Industry Structures; Innovation Strategy; Entertainment and Recreation Industry; United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- June 2004
- Teaching Note
Strategic Inflection: TiVo in 2003 (A & B) TN
By: Pai-Ling Yin and David B. Yoffie
Teaching Note to (9-704-425) and (9-704-429). View Details
Keywords: Entertainment and Recreation Industry
- May 2004 (Revised March 2005)
- Case
Music Downloads
By: David B. Yoffie and Deborah Freier
Examines the competition between competing music formats. In the '90s, the MP3 format challenged the traditional means of music distribution by allowing for storage of near CD-quality recordings at 1/10th of their previous size. The threat to traditional distribution... View Details
Keywords: Disruption; Music Entertainment; Legal Liability; Distribution; Competition; Internet and the Web; Technology Adoption; Information Infrastructure; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Yoffie, David B., and Deborah Freier. "Music Downloads." Harvard Business School Case 704-503, May 2004. (Revised March 2005.)
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- December 2003 (Revised October 2005)
- Case
High-Definition TV: The Grand Alliance
Describes political and economic forces that influenced the development of an all-digital, high-definition television (HDTV) standard in the United States between 1986 and 1996. Outlines the stakes for various government and industry participants in the... View Details
Keywords: Decision Choices and Conditions; Investment; Policy; Management Practices and Processes; Emerging Markets; Standards; Business and Government Relations; Networks; Research and Development; Technology Adoption; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; Europe; United States
Eisenmann, Thomas R. "High-Definition TV: The Grand Alliance." Harvard Business School Case 804-103, December 2003. (Revised October 2005.)
- November 2003 (Revised July 2006)
- Case
STAR 2003
By: Thomas R. Piper
A shift in strategy from broadcasting standardized programs throughout its footprint to localized programming necessitates a review of STAR's organizational structure. Growing complexity and a need for local responsiveness point toward adoption of a country-based... View Details
Keywords: Corporate Strategy; Organizational Structure; Management Teams; Decision Choices and Conditions; Organizational Design; Complexity; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Piper, Thomas R. "STAR 2003." Harvard Business School Case 204-014, November 2003. (Revised July 2006.)
- October 2003
- Supplement
Strategic Inflection: TiVo in 2003 (B)
By: Christina Darwall, Pai-Ling Yin and David B. Yoffie
Spreadsheet for use with case (9-704-429). Download Only. (Examines the possibility of TIVo being a content distributor). View Details
- October 2003 (Revised December 2003)
- Case
Strategic Inflection: TiVo in 2003 (B)
By: David B. Yoffie, Pai-Ling Yin and Christina L. Darwall
Supplements the (A) case. View Details
Keywords: Entertainment and Recreation Industry
Yoffie, David B., Pai-Ling Yin, and Christina L. Darwall. "Strategic Inflection: TiVo in 2003 (B)." Harvard Business School Case 704-429, October 2003. (Revised December 2003.)
- October 2003 (Revised February 2004)
- Case
Strategic Inflection: TiVo in 2003 (A)
By: David B. Yoffie, Pai-Ling Yin and Christina L. Darwall
Mike Ramsey, TiVo's CEO, must decide on which direction to build the company. Facing an onslaught of new competitors, a huge opportunity in the cable industry, and the possibility of becoming the new "user interface" for TV entertainment, Ramsey must balance the... View Details
Keywords: Television Entertainment; Profit; Product Positioning; Standards; Opportunities; Commercialization; Competition; Technology Adoption; Entertainment and Recreation Industry
Yoffie, David B., Pai-Ling Yin, and Christina L. Darwall. "Strategic Inflection: TiVo in 2003 (A)." Harvard Business School Case 704-425, October 2003. (Revised February 2004.)
- September 2003 (Revised January 2004)
- Case
Giant Cinema
The owner of Giant Cinema must decide whether to invest in a digital projector, a new technology for screening films, or purchase a traditional projector. The impact of the new technology is uncertain, and the case describes probabilities for different outcomes that... View Details
Keywords: Entrepreneurship; Film Entertainment; Technology Adoption; Financial Strategy; Investment; Outcome or Result; Risk and Uncertainty; Technology; Entertainment and Recreation Industry
Baker, Malcolm P., Richard S. Ruback, Erik Stafford, and Kathleen Luchs. "Giant Cinema." Harvard Business School Case 204-052, September 2003. (Revised January 2004.)
- August 2003 (Revised November 2005)
- Teaching Note
Electronic Arts Introduces The Sims Online (TN)
By: Youngme E. Moon
Teaching Note for (9-503-008). View Details
Keywords: Entertainment and Recreation Industry
- July 2003 (Revised October 2003)
- Case
Ottawa Voyageurs, The
By: Thomas J. DeLong, Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody and David Ager
Manuel Tertuliano, head coach of a professional soccer club, must make some difficult decisions about the compensation of six of his players. Specifically, he must decide how to allocate $850,000 among these six players in a way that will benefit his team, which has... View Details
Keywords: Decision Choices and Conditions; Compensation and Benefits; Performance; Motivation and Incentives; Sports; Groups and Teams; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Canada
DeLong, Thomas J., Scott Baldwin, Chris Strong, Andrew Feng, Eliza Moody, and David Ager. "Ottawa Voyageurs, The." Harvard Business School Case 404-023, July 2003. (Revised October 2003.)