Filter Results:
(2,052)
Show Results For
- All HBS Web
(2,052)
- People (19)
- News (563)
- Research (1,058)
- Events (4)
- Multimedia (23)
- Faculty Publications (845)
Show Results For
- All HBS Web
(2,052)
- People (19)
- News (563)
- Research (1,058)
- Events (4)
- Multimedia (23)
- Faculty Publications (845)
- June 2001
- Case
AtomFilms
By: Bharat N. Anand and Taslim Pirmohamed
Examines the evolution of AtomFilms--one of the few companies that survived the spate of failures in digital entertainment in 2000--from the time of its founding in 1998 to its merger with Shockwave in December 2000. Within a short period of time, AtomFilms had built... View Details
Keywords: Mergers and Acquisitions; Resource Allocation; Brands and Branding; Organizational Structure; Problems and Challenges; Alliances; Strategy; Entertainment and Recreation Industry
Anand, Bharat N., and Taslim Pirmohamed. "AtomFilms." Harvard Business School Case 701-063, June 2001.
- January 2015 (Revised April 2018)
- Case
CJ E&M: Creating a K-Culture in the U.S.
By: Elie Ofek, Sang-Hoon Kim and Michael Norris
Buoyed by the success of K-pop music and K-drama television shows in Asian countries, Chairman Jay Lee, of the South Korean conglomerate CJ Group, believed that the time was ripe for taking Korean cultural content to the West. One initiative, carried out by the Group's... View Details
Keywords: Cultural Consumption; Media Businesses; International Marketing; Event Marketing; Creative Industries; Cross-cultural Adaptation; Ethnic Marketing; South Korea; Marketing Strategy; Entertainment; Global Strategy; Cross-Cultural and Cross-Border Issues; Entertainment and Recreation Industry; United States; South Korea
Ofek, Elie, Sang-Hoon Kim, and Michael Norris. "CJ E&M: Creating a K-Culture in the U.S." Harvard Business School Case 515-015, January 2015. (Revised April 2018.)
- Teaching Interest
The Business of Entertainment, Media, and Sports (Executive Education)
By: Anita Elberse
In the business of entertainment, digital technologies are dramatically disrupting the way products are developed, marketed, and distributed. As a result of this paradigm shift, entertainment executives and content producers are challenged to effectively allocate... View Details
- 18 May 2007
- Working Paper Summaries
Media Markets and Localism: Does Local News en Español Boost Hispanic Voter Turnout?
- November 2000 (Revised June 2001)
- Case
Pokemon: Gotta Catch 'Em All
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: Age; Entertainment; Ethics; Cross-Cultural and Cross-Border Issues; Brands and Branding; Entertainment and Recreation Industry; Japan; United States
Fournier, Susan M., and Andrea Carol Wojnicki. "Pokemon: Gotta Catch 'Em All." Harvard Business School Case 501-017, November 2000. (Revised June 2001.)
The Business of Entertainment, Media, and Sports
In the business of entertainment, digital technologies are dramatically disrupting the way products are developed, marketed, and distributed. As a result of this paradigm shift, entertainment executives and content producers are challenged to effectively allocate... View Details
- March 2012
- Case
Angry Birds
By: Sunil Gupta and Dharmishta Rood
Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile... View Details
Keywords: Brands and Branding; Marketing Strategy; Diversification; Expansion; Video Game Industry; Finland
Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
- 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.
- July 2012 (Revised January 2014)
- Case
HGRM: Bringing Back High Touch Hospitality
By: Lynda M. Applegate and Gabriele Piccoli
The case centers on the dilemma faced by Carlo Fontana, the owner-operator of a small chain of two four-star urban hotels located in Lugano, Switzerland, and the other in Milan, Italy. Having developed an extensive customer service and operations information system,... View Details
Applegate, Lynda M., and Gabriele Piccoli. "HGRM: Bringing Back High Touch Hospitality." Harvard Business School Case 813-019, July 2012. (Revised January 2014.)
- 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.
Hakeem I. Belo-Osagie
Hakeem Belo-Osagie is an accomplished Nigerian professional and entrepreneur. He earned a degree in Political Philosophy and Economics from Oxford University as well as a law degree from Cambridge University and an MBA from Harvard Business School.
He is the... View Details
- 30 Nov 2021
- Cold Call Podcast
TikTok: Super App or Supernova?
The Wisdom of Finance
The finance industry is widely thought of as being morally suspect. Even those who work in finance tend to compartmentalize between their personal lives and how they get ahead professionally. Mihir Desai argues that not only is this preconception completely false... View Details
- 30 Nov 2021
- Interview
TikTok: Super App or Supernova?
By: Jeffrey F. Rayport and Brian Kenny
TikTok’s parent company, ByteDance, was launched in 2012 around the simple idea of helping users entertain themselves on their smartphones while on the Beijing Subway. By May 2020, TikTok operated in 155 countries and had roughly 1 billion monthly active users, placing... View Details
Keywords: Apps; Artificial Intelligence; Business Startups; Mobile and Wireless Technology; Business Model; Digital Platforms; Growth and Development Strategy; AI and Machine Learning; Social Media
"TikTok: Super App or Supernova?" Cold Call (podcast), Harvard Business Review Group, November 30, 2021. (Interviewed by Brian Kenny.)
- November 2000
- Case
Geocast Network Systems, Inc.
By: Thomas R. Eisenmann, Christina L. Darwall and Elizabeth Kind
Geocast, a venture-backed start-up, had developed innovative technology for "datacasting" broadband information and entertainment content to an external hard drive, where it was cached for later retrieval by a Web-enabled PC. By using terrestrial TV, direct broadcast... View Details
Keywords: Business Model; Customer Value and Value Chain; Entrepreneurship; Venture Capital; Information Management; Technological Innovation; Marketing Channels; Corporate Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Eisenmann, Thomas R., Christina L. Darwall, and Elizabeth Kind. "Geocast Network Systems, Inc." Harvard Business School Case 801-211, November 2000.
- March 2024
- Case
Expanding the Bicester Collection to New York
By: Boris Vallee, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik and Arthur Segel
Secretariat, if anyone remembers, won the triple crown at the Belmont Race Track on Long Island, located at the nexus of La Guardia, JFK Airports, the Long Island Railroad and multiple major highways. Belmont Race Track is now being rebuilt along with an adjacent UBS... View Details
Keywords: Consumer Behavior; Urban Development; Brands and Branding; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; New York (state, US)
Vallee, Boris, Kirby Brand, Kristina Brown, Julie McCrimlisk, Chloe Sztabnik, and Arthur Segel. "Expanding the Bicester Collection to New York." Harvard Business School Case 224-068, March 2024.
- Web
Class Profile - MBA
use a 4.0 grading system) 143 Domestic Universities 153 International Universities Pre-MBA Industry Consulting Consumer Products / Retail / E-Commerce Financial Services Health Care / Biotech Manufacturing / Industrial / Energy Media / View Details
- 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
Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022.
- 23 Jan 2007
- First Look
First Look: January 23, 2007
perform multiple tasks within a store, and the way in which they are evaluated and rewarded for these tasks affects their behavior. Using empirical data from multiple stores of a consumer electronics retailer, Tweeter Home Entertainment... View Details
Keywords: Martha Lagace
- June 2018
- Article
Video Content Marketing: The Making of Clips
By: Xuan Liu, Savannah Wei Shi, Thales S. Teixeira and Michel Wedel
Consumers have an increasingly wide variety of options available to entertain themselves. This poses a challenge for content aggregators who want to effectively promote their video content online through original trailers of movies, sitcoms, and video games. Marketers... View Details
Keywords: Film Entertainment; Marketing; Digital Marketing; Performance Effectiveness; Performance Improvement
Liu, Xuan, Savannah Wei Shi, Thales S. Teixeira, and Michel Wedel. "Video Content Marketing: The Making of Clips." Journal of Marketing 82, no. 4 (July 2018): 86–101.