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← Page 19 of 1,302 Results →
  • 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.)
  • 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.)

    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 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.
    • 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.)
    • 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
    • December 2003
    • Case

    Fox Bids for the NFL-1993

    By: Bharat N. Anand and Catherine M. Conneely
    The Fox television network, launched in 1987 by Rupert Murdoch's News Corp. was in a precarious position in 1993. Although it had met its business plan targets, its ratings in the recently concluded November "sweeps" were indifferent, several of its newly launched... View Details
    Keywords: Valuation; Competitive Strategy; Financial Reporting; Bids and Bidding; Revenue; Television Entertainment; Media and Broadcasting Industry
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    Anand, Bharat N., and Catherine M. Conneely. "Fox Bids for the NFL-1993." Harvard Business School Case 704-443, December 2003.
    • 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.
    • 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.
    • 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
    • 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
    • Web

    California - Global

    Company San Francisco, 2015 #tech #inequality Sephora Direct: Investing in Social Media Accounting for the iPhone at Apple, Inc. Warner Bros. Entertainment Keeping Google “Googly” Location California Research Center Burlingame,... View Details

      Youngme Moon

      Youngme Moon is the Donald K. David Professor of Business at Harvard Business School. Professor Moon's research sits at the intersection of brand strategy and culture, with a particular focus on the emergent AI economy. She is the author of the bestselling book, View Details

      Keywords: e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry; e-commerce industry
      • May 2004 (Revised March 2005)
      • Case

      Music Downloads

      By: David B. Yoffie and Deborah Freier
      Examines the competition between competing music formats. In the '90s, the MP3 format challenged the traditional means of music distribution by allowing for storage of near CD-quality recordings at 1/10th of their previous size. The threat to traditional distribution... View Details
      Keywords: Disruption; Music Entertainment; Legal Liability; Distribution; Competition; Internet and the Web; Technology Adoption; Information Infrastructure; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Yoffie, David B., and Deborah Freier. "Music Downloads." Harvard Business School Case 704-503, May 2004. (Revised March 2005.)
      • 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.
      • 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
      • 29 Jan 2021
      • Blog Post

      My HBS Student Loan Story: John Cortines (MBA 2015)

      MBA, you are likely thinking about what repayment might look like post-graduation. HBS graduates pursue careers in a variety of industries and positions around the world. With a median starting salary of $148,750, and median signing bonus... View Details
      • Web

      Business & Environment - Faculty & Research

      Succession ; Financial Management ; Risk Management ; Business and Shareholder Relations ; Sports Industry ; Entertainment and Recreation Industry ; Travel View Details
      • 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.)
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