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  • August 2002 (Revised August 2003)
  • Case

Electronic Arts Introduces The Sims Online

By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
  • July 2019 (Revised November 2022)
  • Case

Backstage at Boston Ballet

By: David G. Fubini, Ryan Raffaelli, Begum Agca Okutgen and Julia Kelley
This case asks students to consider how to prioritize goals when placed in a new leadership role. In August 2014, Meredith “Max” Hodges became the youngest Executive Director (ED) in the Boston Ballet’s 51-year history. In her first year, she was able to claim several... View Details
Keywords: Organizational Behavior; Managing Change; Strategy Execution; Priorities; Arts; Buildings and Facilities; Decision Making; Theater Entertainment; Leadership; Business or Company Management; Mission and Purpose; Organizational Change and Adaptation; Strategic Planning; Problems and Challenges; Nonprofit Organizations; Strategy; Marketing; Price; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; North America; Massachusetts; Boston; New England; Northeastern United States
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Fubini, David G., Ryan Raffaelli, Begum Agca Okutgen, and Julia Kelley. "Backstage at Boston Ballet." Harvard Business School Case 420-005, July 2019. (Revised November 2022.)
  • Article

Moment-to-moment Optimal Branding in TV Commercials: Preventing Avoidance by Pulsing

By: Thales S. Teixeira, Michel Wedel and Rik Pieters
We develop a conceptual framework for understanding the impact that branding activity (the audio-visual representation of brands) and consumers' dispersion of attention have on their moment-to-moment avoidance decisions during television advertising. It formalizes this... View Details
Keywords: Advertising; Decision Choices and Conditions; Television Entertainment; Brands and Branding; Consumer Behavior; Mathematical Methods
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Teixeira, Thales S., Michel Wedel, and Rik Pieters. "Moment-to-moment Optimal Branding in TV Commercials: Preventing Avoidance by Pulsing." Marketing Science 29, no. 5 (September–October 2010): 783–804. (Lead Article.)
  • 26 Sep 2006
  • First Look

First Look: September 26, 2006

business processes throughout an organization, thereby not only increasing productivity but also market share and market value. We develop a simple model that shows how this process will increase both... View Details
Keywords: Sean Silverthorne
  • 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
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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.)
  • 27 Feb 2006
  • Research & Ideas

When Rights of First Refusal Are a Bad Deal

economics, and market design, was that the right was structured as what he terms a Before and After Right of First Refusal (BA-ROFR). The right holder is offered an initial deal by the asset owner—the landlord offers to sell the flat to... View Details
Keywords: by Sean Silverthorne; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
  • 02 Jul 2013
  • First Look

First Look: July 2

positive earnings surprises and positive analyst revisions in the months following passage of the bill, as well as significantly higher future sales and profitability. We show that the more complex the legislation, the more difficulty the View Details
Keywords: Anna Secino
  • July 2020 (Revised November 2020)
  • Case

Pricing at Netflix

By: Elie Ofek, Marco Bertini, Oded Koenigsberg and Amy Klopfenstein
Since its launch in 1998 as “the Amazon.com of DVDs,” Netflix had evolved from a DVD rental company to a video streaming platform and producer of original films and television shows. As the company matured, it regularly increased prices and adjusted its product... View Details
Keywords: Pricing; Marketing; Marketing Strategy; Entertainment; Film Entertainment; Television Entertainment; Finance; Price; Strategy; Competition; Competitive Strategy; Business Strategy; Adaptation; Information Technology; Internet and the Web; Digital Platforms; Customers; Customer Satisfaction; Customer Value and Value Chain; Entertainment and Recreation Industry; North and Central America; United States
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Ofek, Elie, Marco Bertini, Oded Koenigsberg, and Amy Klopfenstein. "Pricing at Netflix." Harvard Business School Case 521-004, July 2020. (Revised November 2020.)
  • September 2024
  • Case

Barbie: Reviving a Cultural Icon at Mattel (Abridged)

By: Elie Ofek, Ryann Noe and Sarah Mehta
The 2023 release of live-action film Barbie, and its accompanying marketing blitz, incited a worldwide Barbie craze. Suddenly Barbie was everywhere, a celebrated icon reinstated at the forefront of cultural conversation. This goodwill stood in contrast to decades of... View Details
Keywords: Gender; Intellectual Property; Brands and Branding; Marketing Strategy; Public Opinion; Business Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Ofek, Elie, Ryann Noe, and Sarah Mehta. "Barbie: Reviving a Cultural Icon at Mattel (Abridged)." Harvard Business School Case 525-020, September 2024.
  • 19 Sep 2006
  • First Look

First Look: September 19, 2006

punch of earlier generations: video sales generally decrease over time across all quantiles of the sales distribution, but this effect is most pronounced among best-selling titles. Our findings have important implications for View Details
Keywords: Sean Silverthorne
  • November 2017
  • Teaching Note

Tencent

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426. 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... 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 Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; 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; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; 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; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; 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)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 2017.
  • 23 Nov 2021
  • Research & Ideas

The Vinyl Renaissance: Take Those Old Records Off the Shelf

Streaming accounts for about 85 percent of today’s music consumption, but sales of vinyl records have grown steadily over the past decade, owing to their rediscovery by members of Gen Z who view them as a timeless medium that offers richer sound quality. In fact, the... View Details
Keywords: by Christine Pazzanese, Harvard Gazette; Music
  • 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
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Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
  • 18 Mar 2013
  • HBS Case

HBS Cases: LEGO

so new product design began to be informed by market research, user feedback, and how well the toys matched the vision of quality creative play laid out by its founding fathers. Putting parameters on how people innovate had the... View Details
Keywords: by Maggie Starvish; Entertainment & Recreation
  • 07 Jul 2015
  • First Look

First Look: July 7, 2015

Successful Products for Emerging Markets By: Winter, Amos, and Vijay Govindarajan Abstract—Multinationals are starting to catch on to the logic of reverse innovation, in which products are designed first for consumers in low-income... View Details
Keywords: Sean Silverthorne
  • 07 Nov 2012
  • HBS Case

HBS Cases: Sir Alex Ferguson--Managing Manchester United

Anita Elberse, a Professor of Business Administration in the Marketing unit at Harvard Business School, studies high performers in creative industries—from basketball superstar LeBron James to pop diva Lady Gaga, from actor Tom Cruise to... View Details
Keywords: by Sean Silverthorne; Entertainment & Recreation; Entertainment & Recreation
  • 15 Dec 2015
  • First Look

December 15, 2015

forthcoming Journal of Marketing Research The Role of (Dis)similarity in (Mis)predicting Others' Preferences By: Barasz, Kate, Tami Kim, and Leslie John Abstract—Consumers readily indicate liking options that appear dissimilar—for... View Details
Keywords: Carmen Nobel
  • 25 Mar 2015
  • HBS Case

Tate’s Digital Makeover Transforms the Traditional Museum

then. Today, as entertainment becomes increasingly digital and spare time is in ever-shorter supply, art museums and cultural institutions have been put in a bind. Do they stick to their tried-and-true format and cater to loyal devotees... View Details
Keywords: by Michael Blanding; Education
  • 16 Jun 2020
  • Research & Ideas

Your Customers Have Changed. Here's How to Engage Them Again.

management and digital marketing tools for entertainment venues and sports teams (largely unused during the pandemic), switched to targeting small- and medium-sized traditional businesses struggling to... View Details
Keywords: by Rohit Deshpandé, Ofer Mintz, and Imran S. Currim; Retail; Service
  • September 2017
  • Case

NBCUniversal Telemundo: Transforming Latino Television

By: Henry W. McGee, Carin-Isabel Knoop and Christine Snively
In August 2017, Cesar Conde, chairman of NBCUniversal International Group and NBCUniversal Telemundo Enterprises, considered how the Miami-based Spanish-language TV network Telemundo could succeed in a rapidly shifting media landscape. Over the past few years,... View Details
Keywords: Television Industry; Television Advertising; Broadcasting; Telecommunications; Internet; Television Entertainment; Internet and the Web; Advertising; Digital Platforms; Digital Marketing; Telecommunications Industry; Media and Broadcasting Industry; Miami
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McGee, Henry W., Carin-Isabel Knoop, and Christine Snively. "NBCUniversal Telemundo: Transforming Latino Television." Harvard Business School Case 318-018, September 2017.
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