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  • All HBS Web  (1,305)
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← Page 19 of 1,305 Results →
  • November 2000 (Revised October 2005)
  • Case

TiVo

TiVo is a digital video recorder that allows viewers to watch what they want, when they want to watch it. Fourteen months into the launch, sales are very disappointing. Brodie Keast, VP of marketing and sales, wants to combine a catchy communications campaign, product... View Details
Keywords: Marketing Communications; Product Launch; Television Entertainment; Innovation and Invention; Electronics Industry
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Wathieu, Luc R., and Michael Zoglio. "TiVo." Harvard Business School Case 501-038, November 2000. (Revised October 2005.)
  • 30 Nov 2009
  • Research & Ideas

Tracks of My Tears: Reconstructing Digital Music

favorite songs.” Harvard Business School professor Anita Elberse, who does much of her business research on the entertainment industry, looked at the clash between bundles and digital distribution, and the effect on media and View Details
Keywords: by Sean Silverthorne; Music
  • January 2016 (Revised March 2016)
  • Case

Whither the Weather (Company): Forecasting 2016

By: Rosabeth Moss Kanter and Jonathan Cohen
CEO David Kenny led the transformation of the Weather Company from a television business to a Big Data technology company from 2012 until 2016, when IBM acquired its digital assets. This case discusses major decisions taken by Kenny starting in 2014 as he sought to... View Details
Keywords: Weather Company; IBM; Digital; Technology; David Kenny; Television; Weather Channel; Legacy Business; Mainstream; Newstream; Reorganization; Acquisitions; Transformation; Information Technology; Television Entertainment; Acquisition; Consolidation; Change; Leadership
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Kanter, Rosabeth Moss, and Jonathan Cohen. "Whither the Weather (Company): Forecasting 2016." Harvard Business School Case 316-143, January 2016. (Revised March 2016.)
  • June 2024
  • Teaching Note

Roku 2021

By: David B. Yoffie
Teaching Note for HBS Case No. 721-480. This case is used to explore the strategic concept of "look forward, reason back." Roku in 2021 is trying to figure out the future of television and streaming media. Students are asked to provide a vision for television and... View Details
Keywords: Technology; Television Entertainment; Forecasting and Prediction; Decision Choices and Conditions; Strategy; Strategic Planning; Organizational Change and Adaptation; Media and Broadcasting Industry
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Yoffie, David B. "Roku 2021." Harvard Business School Teaching Note 724-497, June 2024.
  • 28 Apr 2023
  • Blog Post

From Harvard Business School to Spotify: Four Lessons in My Journey to Land My Dream Job

your MBA experience From the first day of my MBA, my classmates knew that I loved music and wanted to explore careers in Entertainment and Media. On the professional front, I joined the Entertainment &... View Details
  • Web

Corporate Strategy - Institute For Strategy And Competitiveness

actions guarantees superior economic performance. Companies compete at the level of individual businesses, where strategic positioning within an industry creates value for customers. Successful strategy at the corporate level must produce... View Details
  • May 2007 (Revised April 2009)
  • Case

Netflix

By: Willy C. Shih, Stephen P. Kaufman and David Spinola
Reed Hastings founded Netflix with a vision to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encouraged challenges it underwent several major strategy shifts, ultimately developing a... View Details
Keywords: Business Model; Film Entertainment; Disruptive Innovation; Growth and Development Strategy; Distribution Channels; Service Delivery; Renting or Rental; Competitive Strategy; Motion Pictures and Video Industry
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Shih, Willy C., Stephen P. Kaufman, and David Spinola. "Netflix." Harvard Business School Case 607-138, May 2007. (Revised April 2009.)
  • December 2024
  • Case

Tencent Games

By: Rebecca Karp, Billy Chan and Nancy Hua Dai
For years, Tencent Games, a division of China’s largest internet company, had taken the lion’s share of revenue in the global gaming market with blockbuster titles such as “League of Legends” and “PUBG: Battlegrounds.” These games defined the game genres that they... View Details
Keywords: Decisions; Games, Gaming, and Gambling; Collaborative Innovation and Invention; Innovation and Management; Innovation Strategy; Growth and Development Strategy; Product Development; Organizational Culture; Business Strategy; Investment; Competitive Strategy; Video Game Industry; Europe; China
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Karp, Rebecca, Billy Chan, and Nancy Hua Dai. "Tencent Games." Harvard Business School Case 725-411, December 2024.

    Das Narayandas

    Das Narayandas is the Edsel Bryant Ford Professor of Business Administration at the Harvard Business School. His academic credentials include a Bachelor of Technology degree in Engineering from the Indian Institute of Technology, Bombay (IITB), a Post-Graduate... View Details

    Keywords: entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment
    • March 2008 (Revised April 2008)
    • Case

    Sony PlayStation 3: Game Over?

    By: Elie Ofek
    Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
    Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
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    Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
    • 09 Dec 2002
    • Research & Ideas

    Unilever—A Case Study

    lower financial returns than their domestic equivalents in the United States. 9 One explanation for this phenomenon might be transfer pricing, but this has proved hard to verify empirically. The industry mix is another possibility, but... View Details
    Keywords: by Geoffrey Jones; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
    • August 2014 (Revised May 2015)
    • Case

    Teaming at Disney Animation

    By: Amy C. Edmondson, David L. Ager, Emily Harburg and Natalie Bartlett
    Jonathan Geibel, Director of Systems at Walt Disney Animation Studios (hereafter referred to as Disney Animation), walked through the workspace occupied by the group he had been tasked to lead. Geibel knew he was part of a creative and magical environment. The Disney... View Details
    Keywords: Leading Change; Creativity; Organizational Structure; Animation Entertainment; Organizational Culture; Groups and Teams; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States
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    Edmondson, Amy C., David L. Ager, Emily Harburg, and Natalie Bartlett. "Teaming at Disney Animation." Harvard Business School Case 615-023, August 2014. (Revised May 2015.)
    • Summer 2017
    • Article

    Measuring Consumer Preferences for Video Content Provision via Cord-Cutting Behavior

    By: Jeffrey Prince and Shane Greenstein
    The television industry is undergoing a generational shift in structure; however, many demand-side determinants are still not well understood. We model how consumers choose video content provision among over-the-air (OTA), paid subscription to cable or satellite, and... View Details
    Keywords: Information Technology; Service Delivery; Consumer Behavior; Television Entertainment; Service Industry; Service Industry
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    Prince, Jeffrey, and Shane Greenstein. "Measuring Consumer Preferences for Video Content Provision via Cord-Cutting Behavior." Journal of Economics & Management Strategy 26, no. 2 (Summer 2017): 293–317.
    • 18 Mar 2013
    • HBS Case

    HBS Cases: LEGO

    Out of work for a year following a serious illness in 1993, Kjeld appointed a five-person management team to help him run the company when he returned. The group focused mainly on driving growth. When a benchmarking study revealed LEGO's global name recognition was on... View Details
    Keywords: by Maggie Starvish; Entertainment & Recreation
    • March 2009 (Revised November 2021)
    • Case

    The Walt Disney Company and Pixar Inc.: To Acquire or Not to Acquire?

    By: Juan Alcacer, David J. Collis and Mary Furey
    Soon after Robert Iger took over as CEO of the Walt Disney Company in late 2005, he turned his attention toward Pixar, the animation studio with which Disney had worked since 1991 and was responsible for producing hits such as Toy Story and Finding Nemo. Disney's own... View Details
    Keywords: Mergers and Acquisitions; Decision Making; Animation Entertainment; Film Entertainment; Contracts; Distribution; Partners and Partnerships; Vertical Integration; Motion Pictures and Video Industry
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    Alcacer, Juan, David J. Collis, and Mary Furey. "The Walt Disney Company and Pixar Inc.: To Acquire or Not to Acquire?" Harvard Business School Case 709-462, March 2009. (Revised November 2021.)
    • Web

    Business & Environment - Faculty & Research

    Succession ; Financial Management ; Risk Management ; Business and Shareholder Relations ; Sports Industry ; Entertainment and Recreation Industry ; Travel View Details
    • March 2022
    • Case

    BTS & ARMY

    By: Doug J. Chung and Kay R. Koo
    The South Korean K-pop band, BTS, is shattering linguistic boundaries and reshaping the global music industry. BTS became the first band in Billboard history to simultaneously top the Billboard Artist 100, Billboard Hot 100, and Billboard 200; and the sixth act to have... View Details
    Keywords: Entertainment; Music Entertainment; Marketing; Brands and Branding; Social and Collaborative Networks; Social Enterprise; Consumer Behavior; Music Industry; Music Industry
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    Chung, Doug J., and Kay R. Koo. "BTS & ARMY." Harvard Business School Case 522-077, March 2022.
    • 01 Mar 2024
    • News

    Game On

    momentum, as well as the uncanny levels of enthusiasm for the game, it’s no surprise that billions of dollars are being poured into the industry in the shape of pro teams and tournaments, franchises, broadcasting rights, and celebrity... View Details
    Keywords: Jen McFarland Flint; photographed by Edward Linsmier; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
    • Web

    2023 Reunion Presentations - Alumni

    streaming and esports, and more industry consolidation? Drawing on dozens of recent case studies, Professor Elberse walked participants through the likely future of the entertainment View Details
    • 2016
    • Book

    Consumers, Corporations, and Public Health: A Case-Based Approach to Sustainable Business

    By: John A. Quelch
    The public health footprint associated with corporate behavior has come under increased scrutiny in the last decade, with an increased expectation that private profit not come at the expense of consumer welfare.

    Consumers, Corporations, and Public... View Details
    Keywords: Consumer; Corporate Culture; Public Health; Consumer Behavior; Marketing Strategy; Corporate Strategy; Health; Innovation and Invention; Innovation and Management; Supply Chain Management; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Asia; Oceania; North and Central America; Middle East; Latin America; Europe
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    Quelch, John A. Consumers, Corporations, and Public Health: A Case-Based Approach to Sustainable Business. New York: Oxford University Press, 2016.
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