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- All HBS Web
(2,119)
- People (19)
- News (567)
- Research (1,050)
- Events (4)
- Multimedia (24)
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- October 2016
- Case
Supercell
By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- 10 Sep 2012
- HBS Case
HBS Cases: Branding Yoga
Harvard Business School Professor Rohit Deshpandé often asks his marketing students a show-stopping question: Is everything brandable—and should everything be brandable? So when he read a November 2010 New York Times piece on the tensions between traditional... View Details
- 28 Apr 2003
- Research & Ideas
Supply Chain Risk: Deal With It
president of strategy and new business development for books and entertainment retailer Borders Group (Ann Arbor, Mich.). "There's not as much slack as there once was." "Slack" in the supply chain refers primarily to... View Details
Keywords: by David Stauffer
- 04 Apr 2022
- What Do You Think?
As Disney Board Chair, What Would You Advise CEO Bob Chapek Regarding 'Don’t Say Gay'?
history. Its stock, suffering the typical ups and downs of entertainment companies during the pandemic, had recovered and was at about the same price as when Chapek took over from “legendary” CEO Bob Iger two years earlier. He was aware,... View Details
Keywords: by James Heskett
- July 2002 (Revised January 2003)
- Case
Harrah's Entertainment, Inc: Rewarding Our People
By: Thomas J. DeLong and Vineeta Vijayaraghavan
Marilyn Winn, head of human resources at Harrah's Entertainment, must make a recommendation to the company's president and CEO about whether the existing bonus payout program is effective at motivating employees or whether it should be revised and/or replaced. A recent... View Details
Keywords: Customer Satisfaction; Economic Slowdown and Stagnation; Compensation and Benefits; Employees; Human Capital; Management Style; Motivation and Incentives; Alignment; Entertainment and Recreation Industry
DeLong, Thomas J., and Vineeta Vijayaraghavan. "Harrah's Entertainment, Inc: Rewarding Our People." Harvard Business School Case 403-008, July 2002. (Revised January 2003.)
- September 2024
- Case
Ming Min Hui at Boston Ballet
By: Edward H. Chang, David Allen and Annelena Lobb
This case asks how Ming Min Hui, the newly appointed executive director of Boston Ballet, should ensure that the company stays true to its art form yet relevant to its times. Hui stood out among ballet leaders as a young, Asian American woman with a Harvard Business... View Details
- December 2019
- Case
Steemit: A New Social Media?
By: Ramon Casadesus-Masanell, Alexander White and Karen Elterman
This case discusses the alternative social media site Steemit, including the principles it was founded on in 2016 and the challenges it faced in 2019. Steemit was a blockchain-based platform that aimed to differentiate itself from other social media companies by... View Details
Keywords: Decision Making; Decisions; Voting; Economic Systems; Money; Fairness; Values and Beliefs; Goals and Objectives; Digital Platforms; Product Design; Design; Problems and Challenges; Network Effects; Motivation and Incentives; Social and Collaborative Networks; Reputation; Business Strategy; Competition; Internet and the Web; Social Media; Entertainment and Recreation Industry; United States; Virginia; New York (city, NY)
Casadesus-Masanell, Ramon, Alexander White, and Karen Elterman. "Steemit: A New Social Media?" Harvard Business School Case 720-428, December 2019.
- 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.
- September 2020
- Case
Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis
By: Boris Groysberg and Michael Norris
In the summer of 2020, Jan Swartz, President of Princess Cruises, was persevering to lead her company back from the depths of the COVID-19 Pandemic. Diamond Princess, one of Princess Cruises’ 18 ships was the site of one of the earliest large outbreaks of COVID-19... View Details
Keywords: COVID-19 Pandemic; COVID-19; Leading Change; Crisis Management; Ship Transportation; Health Pandemics; Human Resources; Business Strategy; Gender; Personal Development and Career; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; United States
Groysberg, Boris, and Michael Norris. "Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis." Harvard Business School Case 421-036, September 2020.
- March 2001 (Revised August 2001)
- Case
Time Warner Inc. vs. The Walt Disney Company (A): Pulling the Plug
Describes negotiation impasse between Time Warner, Inc. and The Walt Disney Co. over the retransmission of the ABC Network over Time Warner's cable systems. More broadly, the case depicts the shifting balance of power between content creators and distributors in the... View Details
Keywords: Negotiation Process; Internet and the Web; Television Entertainment; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Watkins, Michael D., and Cate Reavis. "Time Warner Inc. vs. The Walt Disney Company (A): Pulling the Plug." Harvard Business School Case 801-186, March 2001. (Revised August 2001.)
- 18 Sep 2017
- Research & Ideas
'Likes' Lead to Nothing—and Other Hard-Learned Lessons of Social Media Marketing
funny—but remember your brand’s purpose Social media is a place where people appreciate humor—as long as it fits with the brand image, Avery says. Squatty Potty does an excellent job of engaging its audience with amusing and entertaining... View Details
- January 2019 (Revised February 2020)
- Case
World Wrestling Entertainment, Inc.
By: Anita Elberse and Melissa Rodman
World Wrestling Entertainment, Inc. (WWE) develops and presents scripted hero-versus-villain storylines featuring its wrestlers at hundreds of live events—on several weekly television shows, on its own over-the-top streaming service, and on social media—to millions of... View Details
Keywords: Superstars; Talent; Talent Development; Labor Economics; General Management; Entertainment; Sports; Media; Talent and Talent Management; Contracts; Marketing; Strategy
Elberse, Anita, and Melissa Rodman. "World Wrestling Entertainment, Inc." Harvard Business School Case 519-058, January 2019. (Revised February 2020.)
- August 2012
- Case
ARISE: A Destination-for-a-Day Spa
By: Michael Beer and Lynda St. Clair
A new Dallas-based health and beauty spa aims to use a highly distinctive human resource system as the foundation of its competitive strategy. By encouraging employees to act as "personal wellness coaches" (PWCs) with high commitment and broad responsibilities, the... View Details
Keywords: Compensation and Benefits; Motivation and Incentives; Organizational Design; Organizational Culture; Service Delivery; Competitive Strategy; Innovation Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Texas
Beer, Michael, and Lynda St. Clair. "ARISE: A Destination-for-a-Day Spa." Harvard Business School Brief Case 913-521, August 2012.
- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnite
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems.... View Details
Keywords: Mobile Platforms; Mobile App Industry; Mobile Payment Systems; Antitrust; Games, Gaming, and Gambling; Mobile and Wireless Technology; Lawsuits and Litigation; Entrepreneurship; Competitive Strategy; Digital Platforms; United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)
- 01 May 2019
- What Do You Think?
What Should the Leadership of YouTube Do?
littleny Can YouTube’s Users Help the Company Deal With Its “Moral” Problem?* This month’s mini-case described the dilemma faced by Susan Wojcicki, CEO of YouTube: how far to promote “sustainability,” viewership, and (to some) free speech at the risk of losing what is... View Details
- February 2014
- Case
Interview with Joe Kennedy, Pandora Media
By: Willy C. Shih
Joe Kennedy is the emeritus president of Pandora Media. In this interview, he discusses some of the challenges he faced in leading the company. View Details
Keywords: Pandora; Internet Radio; Pandora Media; Streaming; Music Industry; Music Entertainment; Business Startups; Growth and Development Strategy; Growth Management; Internet and the Web; Entertainment and Recreation Industry; United States; California
Shih, Willy C. "Interview with Joe Kennedy, Pandora Media." Harvard Business School Multimedia/Video Case 614-705, February 2014.
- August 1992 (Revised June 1993)
- Case
Euro Disney: The First 100 Days
By: Gary W. Loveman and Leonard A. Schlesinger
The Walt Disney Co. theme parks historically have thrived on the basis of a formula stressing excellent customer service and a magnificent physical environment. The formula has proven successful in Japan, as well as the United States. With the controversial opening of... View Details
Keywords: Multinational Firms and Management; Service Operations; Service Delivery; Corporate Strategy; Customer Focus and Relationships; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; France; United States
Loveman, Gary W., and Leonard A. Schlesinger. "Euro Disney: The First 100 Days." Harvard Business School Case 693-013, August 1992. (Revised June 1993.)
- 29 Jan 2021
- Op-Ed
How Influencers, Celebrities, and FOMO Can Win Over Vaccine Skeptics
reinforce the positive consequences of taking the vaccine, such as the ability to visit family, go to work, and have more entertainment options. With those factors in mind, we offer three customer-centric recommendations to speed adoption... View Details
- February 1982 (Revised December 1991)
- Teaching Note
Quabbin Cablevision Co., Teaching Note
By: Henry B. Reiling
Teaching Note for (9-282-003). View Details
- Article
Music's Last Best Hope Lies in Live-Streaming
With big crowds and concerts off limits, there is almost no other way for performers to make money. View Details
Kominers, Scott Duke. "Music's Last Best Hope Lies in Live-Streaming." Bloomberg Opinion (August 3, 2020).