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  • All HBS Web  (1,742)
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    • Research  (1,087)
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  • All HBS Web  (1,742)
    • People  (4)
    • News  (343)
    • Research  (1,087)
    • Events  (3)
    • Multimedia  (9)
  • Faculty Publications  (702)
← Page 17 of 1,742 Results →
  • July 2025
  • Article

Reputation Burning: Analyzing the Impact of Brand Sponsorship on Social Influencers

By: Mengjie Cheng and Shunyuan Zhang
The growth of the influencer marketing industry warrants an empirical examination of the effect of posting sponsored videos on influencers' reputations. We collected a novel dataset of user-generated YouTube videos created by prominent English-speaking influencers in... View Details
Keywords: Reputation; Mathematical Methods; Marketing Reference Programs; Social Media; Brands and Branding
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Cheng, Mengjie, and Shunyuan Zhang. "Reputation Burning: Analyzing the Impact of Brand Sponsorship on Social Influencers." Management Science 71, no. 7 (July 2025): 5910–5932.
  • February 2010 (Revised March 2013)
  • Case

Zynga (A)

By: Mikolaj Jan Piskorski and David Chen
In January 2010 Mark Pincus is deciding how to double the number of Zynga games' players to 500 million without sacrificing profitability. These ambitious growth plans required changes to product, corporate strategy, and customer acquisition and retention. With regard... View Details
Keywords: Customer Focus and Relationships; Decision Choices and Conditions; Growth and Development Strategy; Distribution Channels; Product Development; Organizational Change and Adaptation; Corporate Strategy; Video Game Industry
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Piskorski, Mikolaj Jan, and David Chen. "Zynga (A)." Harvard Business School Case 710-464, February 2010. (Revised March 2013.)
  • October 2009
  • Case

Digital Chocolate

By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard... View Details
Keywords: Games, Gaming, and Gambling; Innovation and Management; Leading Change; Product Development; Groups and Teams; Creativity; Telecommunications Industry; Telecommunications Industry
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Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
  • February 1995
  • Case

Promus Companies, The: Harrah's Casinos

By: Stephen P. Bradley and Takia Mahmood
Provides an overview of the U.S. gambling industry and the rapid expansion of gambling beyond Nevada and New Jersey since 1988. Focuses on Harrah's, a traditional top-tier casino company, which was the first to aggressively expand into emerging gaming markets and that... View Details
Keywords: Emerging Markets; Competitive Advantage; Corporate Strategy; Expansion; Las Vegas; New Jersey
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Bradley, Stephen P., and Takia Mahmood. "Promus Companies, The: Harrah's Casinos." Harvard Business School Case 795-039, February 1995.
  • Research Summary

Dynamic Demand Estimation in Platform and Two-Sided Markets

This paper develops techniques to structurally estimate consumer demand in general platform-intermediated and two-sided markets. By estimating both sides of the market simultaneously, the methodology presented here is able to (1) endogenize the utility of a platform as... View Details
  • April 2010 (Revised January 2013)
  • Case

Southwest Airlines: In a Different World

By: James L. Heskett and W. Earl Sasser Jr.
This is the fourth in a 35-year series of HBS cases on an organization that has changed the rules of the game globally for an entire industry by offering both differentiated and low-price service. The focus of the case is on whether Southwest Airlines should buy gates... View Details
Keywords: Decision Choices and Conditions; Service Delivery; Service Operations; Organizational Culture; Competitive Strategy; Air Transportation Industry; New York (city, NY)
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Heskett, James L., and W. Earl Sasser Jr. "Southwest Airlines: In a Different World." Harvard Business School Case 910-419, April 2010. (Revised January 2013.)
  • 23 Oct 2006
  • Research & Ideas

Will the “Long Tail” Work for Hollywood?

than a Blockbuster store, stocking a limited number of popular movies? Intrigued with these questions, HBS assistant professor Anita Elberse and associate professor Felix Oberholzer-Gee analyzed the distribution of revenues in the U.S. home View Details
Keywords: by Julia Hanna; Entertainment & Recreation
  • 15 Apr 2020
  • Video

Climate Change Exhibit Overview: From Business as Usual to Business as Vital

  • 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 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.)
  • March 2024 (Revised September 2024)
  • Case

Supercell 2.0: Clash of Plans

By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
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Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
  • May 2006 (Revised November 2006)
  • Case

DVD War

By: David B. Yoffie and Michael Slind
In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,... View Details
Keywords: Disruption; Entertainment; Business History; Intellectual Property; Product; Competition; Technology Adoption; Electronics Industry; Electronics Industry
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Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)
  • 16 Sep 2024
  • Video

Recommendation Letters

  • 06 Sep 2016
  • News

Why GitHub Finally Abandoned Its Bossless Workplace

  • 11 Sep 2017
  • Video

Are Carbon Tariffs Protectionism or Climate Policy?

  • 07 Apr 2022
  • Blog Post

Product Management at HBS: Roll Up Your Sleeves and Learn by Doing

manager in the video game industry. For me, it's the perfect combination of an empathetic understanding of the gaming customer, a medium to enable the strength of others, and a... View Details
  • April 2010 (Revised June 2011)
  • Background Note

Television Competes for a Digital Audience

By: Stephen P. Bradley and Nancy Bartlett
In the face of major disruption in the industry television networks have sought new revenue sources, implemented cost-cutting measures and strategized on ways to monetize online access to content. Programming changes, new advertising strategies, and deals via online... View Details
Keywords: Television Entertainment; Marketing Strategy; Media and Broadcasting Industry
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Bradley, Stephen P., and Nancy Bartlett. "Television Competes for a Digital Audience." Harvard Business School Background Note 710-476, April 2010. (Revised June 2011.)
  • June 2023
  • Supplement

Clash of Two Giants Simulation Exercise

By: Feng Zhu and Marco Iansiti
Many markets are organized around platforms that connect consumers with complementary applications and services. These platforms are two-sided because both sides - consumers and those providing applications or services - need access to the same platform to interact. A... View Details
Keywords: Customer Acquisition; Platform Strategy; Technology Platform; Digital Platforms; Competitive Strategy; Network Effects
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Zhu, Feng, and Marco Iansiti. "Clash of Two Giants Simulation Exercise." Harvard Business School PowerPoint Supplement 623-717, June 2023.
  • January 2008 (Revised March 2008)
  • Case

Glass Egg Digital Media

Glass Egg is an outsource games development firm in Vietnam. They are able to offer brand-name publishers-Microsoft EA, Atari-significant cost savings in the development of art assets for their video games. However, the firm's management find themselves at a point at... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Marketing Strategy; Demand and Consumers; Product Development; Organizational Structure; Entertainment and Recreation Industry
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Godes, David B. "Glass Egg Digital Media." Harvard Business School Case 508-066, January 2008. (Revised March 2008.)
  • 15 Nov 2022
  • Op-Ed

Why TikTok Is Beating YouTube for Eyeball Time (It’s Not Just the Dance Videos)

At the end of June 2022, a video was posted on TikTok with the theme, “I know Victoria’s secret.” The secret was that Victoria was “an old man who lives in Ohio making money off of girls like me cashing in on body issues.” The song was... View Details
Keywords: by John Deighton and Leora Kornfeld
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