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Publications

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    • All HBS Web  (121)
      • Faculty Publications  (36)

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      • March 2008 (Revised November 2008)
      • Case

      Sony Digital Entertainment, Japan

      By: Anita Elberse
      It is late 2007. So-called cell phone ("keitai") novels have turned into an extremely popular form of entertainment-on-the- go in Japan, in particular among young, female readers. In fact, consisting mostly of love stories written by amateurs in short sentences and... View Details
      Keywords: Books; Marketing Strategy; Open Source Distribution; Competition; Mobile Technology; Media and Broadcasting Industry; Publishing Industry; Telecommunications Industry; Japan
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      Elberse, Anita. "Sony Digital Entertainment, Japan." Harvard Business School Case 508-071, March 2008. (Revised November 2008.)
      • May 2005 (Revised March 2007)
      • Teaching Note

      Sony EyeToy

      By: Anita Elberse and Youngme E. Moon
      Teaching Note to (9-505-024). View Details
      Keywords: Electronics Industry
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      Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Teaching Note 505-074, May 2005. (Revised March 2007.)
      • March 2005
      • Background Note

      Home Video Games: Generation Seven

      By: Elie Ofek
      Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch... View Details
      Keywords: Marketing Strategy; Competitive Strategy; Technological Innovation; Information Infrastructure; Applications and Software; Entertainment and Recreation Industry; Information Technology Industry
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      Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
      • November 2004
      • Tutorial

      Principles of Microeconomics for Strategists

      By: Felix Oberholzer-Gee, Pai-Ling Yin and Elizabeth Raabe
      Reviews microeconomic principles from a business strategy perspective, using the digital music industry as context. Contains three modules: demand, supply, and equilibrium. The demand module discusses the willingness to pay, market demand, price elasticity, and... View Details
      Keywords: Business Strategy; Supply and Industry; Demand and Consumers; Microeconomics; Balance and Stability; Price; Cost; Revenue; Music Industry
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      "Principles of Microeconomics for Strategists." Harvard Business School Tutorial 705-801, November 2004.
      • July 2004 (Revised March 2007)
      • Case

      Sony EyeToy

      By: Anita Elberse and Youngme E. Moon
      In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
      Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
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      Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
      • January 2004 (Revised October 2006)
      • Case

      Electronic Arts in Online Gaming

      By: Thomas R. Eisenmann and Justin Wong
      Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
      Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Electronics Industry
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      Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
      • April 2003 (Revised November 2005)
      • Teaching Note

      Sony AIBO: The World's First Entertainment Robot (TN)

      By: Youngme E. Moon
      Teaching Note for (9-502-010). View Details
      Keywords: Technology Industry; Japan; United States
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      Moon, Youngme E. "Sony AIBO: The World's First Entertainment Robot (TN)." Harvard Business School Teaching Note 503-095, April 2003. (Revised November 2005.)
      • August 2001 (Revised October 2005)
      • Case

      Sony AIBO: The World's First Entertainment Robot

      By: Youngme E. Moon
      The Sony AIBO is the world's first "entertainment" robot. Positioned as a household "companion," the $1,500 AIBO has become a smash hit in Japan, appealing to both the young and the old, including those with little technical expertise. In the United States, the AIBO is... View Details
      Keywords: Experience and Expertise; Entertainment; Innovation Strategy; Leadership; Marketing Strategy; Technology; Technology Industry; Japan; United States
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      Moon, Youngme E. "Sony AIBO: The World's First Entertainment Robot." Harvard Business School Case 502-010, August 2001. (Revised October 2005.)
      • August 2001 (Revised September 2002)
      • Case

      Sony PlayStation2 (A)

      By: Rohit Deshpande and Seth Schulman
      In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
      Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
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      Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
      • April 1999
      • Case

      Steve Perlman and WebTV (A)

      By: James K. Sebenius and Ron Fortgang
      The dynamics of a linked series of internal and external negotiations involved in launching, growing, and selling a high-tech, Internet start-up are explored. Steve Perlman unfurled an impressive new technology, recruited a top technical and management team, secured... View Details
      Keywords: Business Startups; Entrepreneurship; Agreements and Arrangements; Negotiation Tactics; Alliances; Internet; Communications Industry
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      Sebenius, James K., and Ron Fortgang. "Steve Perlman and WebTV (A)." Harvard Business School Case 899-270, April 1999.
      • April 1999
      • Case

      Steve Perlman and WebTV (B)

      By: James K. Sebenius and Ron Fortgang
      The dynamics of a linked series of internal and external negotiations involved in launching, growing, and selling a high-tech, Internet start-up are explored. Steve Perlman unfurled an impressive new technology, recruited a top technical and management team, secured... View Details
      Keywords: Entrepreneurship; Business Startups; Agreements and Arrangements; Negotiation Process; Value Creation; Alliances; Technological Innovation; Business Exit or Shutdown; Television Entertainment; Media and Broadcasting Industry
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      Sebenius, James K., and Ron Fortgang. "Steve Perlman and WebTV (B)." Harvard Business School Case 899-271, April 1999.
      • October 1996 (Revised January 1998)
      • Case

      Sony Corporation: Car Navigation Systems

      By: John A. Quelch
      In the summer of 1996, Masao Morita, president of Sony Personal Mobile Communication Co., contemplated how to formulate its multinational marketing strategy for the fast-changing car navigation systems market. Morita needed to resolve the conflicting views within his... View Details
      Keywords: Geographic Location; Marketing Strategy; Product Launch; Standards; Mobile and Wireless Technology; Conflict and Resolution; Auto Industry; Electronics Industry; Japan
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      Quelch, John A., and Yoshinori Fujikawa. "Sony Corporation: Car Navigation Systems." Harvard Business School Case 597-032, October 1996. (Revised January 1998.)
      • December 1994
      • Case

      Being There: Sony Corporation and Columbia Pictures

      By: Debora L. Spar
      In September 1989, Sony Corp. of Japan bid $3.4 billion for Columbia Pictures. It was the highest bid ever by a Japanese company for any U.S. property. The case examines the validity of Sony's objectives in making this purchase, and also the political uproar that the... View Details
      Keywords: Foreign Direct Investment; Film Entertainment; Entertainment and Recreation Industry; Japan; United States
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      Spar, Debora L., and Julia Kou. "Being There: Sony Corporation and Columbia Pictures." Harvard Business School Case 795-025, December 1994.
      • October 1990 (Revised February 1991)
      • Case

      Sony Corp.: Globalization

      By: Michael Y. Yoshino
      Keywords: Globalization; Globalized Firms and Management; Electronics Industry; Entertainment and Recreation Industry
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      Yoshino, Michael Y. "Sony Corp.: Globalization." Harvard Business School Case 391-071, October 1990. (Revised February 1991.)
      • April 1990
      • Teaching Note

      Sony Corp.: Workstation Division, Teaching Note

      By: Steven C. Wheelwright
      Citation
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      Wheelwright, Steven C. "Sony Corp.: Workstation Division, Teaching Note." Harvard Business School Teaching Note 690-073, April 1990.
      • October 1989 (Revised March 1992)
      • Case

      Sony Corp.: Workstation Division

      By: Steven C. Wheelwright
      Citation
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      Wheelwright, Steven C. "Sony Corp.: Workstation Division." Harvard Business School Case 690-031, October 1989. (Revised March 1992.)
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