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- All HBS Web (104)
- Faculty Publications (39)
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- February 2013 (Revised March 2015)
- Case
The LEGO Group: Publish or Protect?
By: Willy C. Shih and Sen Chai
Senior managers at the LEGO Group are faced with a quandary: Should they patent inventions coming out of their manufacturing process development work, should they keep them as trade secrets, or should they publish them so that they would go into the public domain and... View Details
Keywords: Plastics; Injection Molding; Toys; LEGO; LEGO Group; Tools; Additive Manufacturing; 3D Manufacturing; Toolmaking; Patenting; Spillovers; Knowledge Spillovers; Change; Trends; Engineering; Machinery and Machining; Intellectual Property; Patents; Operations; Production; Strategy; Corporate Strategy; Technology Adoption; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Europe; Denmark
Shih, Willy C., and Sen Chai. "The LEGO Group: Publish or Protect?" Harvard Business School Case 613-079, February 2013. (Revised March 2015.)
- September 2003 (Revised June 2005)
- Case
Learning from LeapFrog: Creating Educational and Business Value
By: Lynda M. Applegate, Christopher Dede and Susan Saltrick
Explores the success factors leading to one's company's rise to the number three ranking in the aggressively competitive toy industry. LeapFrog has made the strategic decision to exploit its educational model in two industry sectors: consumer toys and educational... View Details
Keywords: Transformation; Decisions; Education; Entrepreneurship; Innovation and Invention; Growth Management; Media; Business and Stakeholder Relations; Research; Value Creation
Applegate, Lynda M., Christopher Dede, and Susan Saltrick. "Learning from LeapFrog: Creating Educational and Business Value." Harvard Business School Case 804-062, September 2003. (Revised June 2005.)
- 18 Mar 2013
- HBS Case
HBS Cases: LEGO
Although it isn't part of the admissions criteria, experience playing with LEGOs can come in handy at Harvard Business School. When Stefan H. Thomke teaches his new case about the iconic toy company, he gives students eight-studded LEGO... View Details
- January 2023 (Revised May 2023)
- Case
Learning Resources: Driven by Purpose
By: Boris Groysberg, Sarah Mehta and Heather Poco
In January 2023, CEO Rick Woldenberg must make several strategic decisions for his family-owned toy company Learning Resources. View Details
Keywords: Change; Change Management; Ownership; Family Ownership; Leadership; Decisions; Consumer Products Industry; United States; Chicago; Illinois
Groysberg, Boris, Sarah Mehta, and Heather Poco. "Learning Resources: Driven by Purpose." Harvard Business School Case 423-053, January 2023. (Revised May 2023.)
- February 2013
- Case
LEGO (A): The Crisis
By: Jan W. Rivkin, Stefan H. Thomke and Daniela Beyersdorfer
As this case opens, iconic toymaker LEGO stands on the brink of bankruptcy. Jørgen Vig Knudstorp, LEGO's young and newly appointed CEO, must size up changes in the toy industry, learn from the company's recent moves, and craft a strategy that will put LEGO back on... View Details
Keywords: Organizational Change and Adaptation; Change Management; Competitive Strategy; Crisis Management; Insolvency and Bankruptcy; Consumer Products Industry
Rivkin, Jan W., Stefan H. Thomke, and Daniela Beyersdorfer. "LEGO (A): The Crisis." Harvard Business School Case 713-478, February 2013.
- July 2012
- Case
LEGO
By: Jan W. Rivkin, Stefan Thomke and Daniela Beyersdorfer
LEGO has emerged as one of the most successful companies in the toy industry. The case describes LEGO's gradual rise, rapid decline, and recent revitalization as it is keeping up with a changing market place. Central to LEGO's management model is the ability to find... View Details
- October 1971 (Revised June 1985)
- Case
Fisher-Price Toys, Inc.
Reviews new product introduction and pricing decisions for a riding toy designed for preschool children. Designed to provide background in buyer behavior, market analysis, and corporate strategy. View Details
Ward, L. Scott. "Fisher-Price Toys, Inc." Harvard Business School Case 572-029, October 1971. (Revised June 1985.)
- 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
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.)
- December 2004 (Revised October 2005)
- Case
Hasbro Games -- POX (A)
By: David B. Godes and Elie Ofek
Hasbro's newest toy is so unique it requires a unique launch strategy. Comparing traditional media (TV, print) with a non-traditional viral campaign, Matt Collins must weigh the risks and benefits of doing things the way they've always been done or blazing a new path... View Details
Keywords: Risk and Uncertainty; Cost vs Benefits; Marketing Strategy; Advertising Campaigns; Product Launch; Innovation and Invention; Entertainment and Recreation Industry
Godes, David B., and Elie Ofek. "Hasbro Games -- POX (A)." Harvard Business School Case 505-046, December 2004. (Revised October 2005.)
- 2004
- Case
Hasbro Interactive
By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically.... View Details
Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
- June 2008
- Case
Mattel's Long Hot Summer
In the summer of 2007, Mattel performed three major recalls of toys, mostly due to lead paint and other manufacturing issues in China. This case examines specifically how those recalls were perceived by consumers, and responded to by Mattel, as well as what effect they... View Details
Wei-Skillern, Jane, Sonia Marciano, and Barbara Passy. "Mattel's Long Hot Summer." Harvard Business School Case 308-129, June 2008.
- July 2024
- Case
Wizards of the Coast and Magic: The Rebounding
By: Boris Groysberg and Tom Quinn
This case traces the history and growth of the Magic: The Gathering trading card game. From its development in 1993 by tiny studio Wizards of the Coast, to Wizards’ acquisition by toy giant Hasbro in 1999, to its evolution into a billion-dollar brand in 2023,... View Details
Keywords: Business Growth and Maturation; Change Management; Transformation; Cost vs Benefits; Business Cycles; Games, Gaming, and Gambling; Global Strategy; Growth and Development; Selection and Staffing; Collaborative Innovation and Invention; Innovation Leadership; Intellectual Property; Job Design and Levels; Knowledge Use and Leverage; Leading Change; Growth and Development Strategy; Growth Management; Management Succession; Risk Management; Brands and Branding; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Competitive Advantage; Expansion; Mergers and Acquisitions; Product Development; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle; Japan
Groysberg, Boris, and Tom Quinn. "Wizards of the Coast and Magic: The Rebounding." Harvard Business School Case 424-047, July 2024.
- September 2004 (Revised March 2007)
- Case
G.I. JOE: Marketing an Icon
In the winter of 2003, Billy Lagor, the Hasbro toy company's brand manager for G.I. JOE, faced a set of decisions that would ultimately determine the 2004 marketing plan for the G.I. JOE brand. Under consideration were three different ways to market the military action... View Details
Keywords: Product Positioning; Marketing Strategy; Brands and Branding; Consumer Products Industry; United States
McGovern, Gail J. "G.I. JOE: Marketing an Icon." Harvard Business School Case 505-030, September 2004. (Revised March 2007.)
- October 2008
- Case
Tegan c.c.c.
Examines a struggling IT outsourcing project from the perspective of the customer--Tegan. It should be used in conjunction with Hrad Technika (9-609-039), which illustrates the supplier's point of view. When Tegan, a Welsh toy distributor, outsources the development of... View Details
Keywords: Job Cuts and Outsourcing; Information Technology; Service Operations; Business Processes; Information Technology Industry; Wales; Czech Republic
Upton, David M., and Bradley R. Staats. "Tegan c.c.c." Harvard Business School Case 609-038, October 2008.
- 16 Sep 2008
- First Look
First Look: September 16, 2008
right industry and time to start new ventures. Entrepreneurs with demonstrated market timing skill are also more likely to outperform industry peers in their subsequent ventures. This is consistent with the... View Details
- 2014
- Working Paper
The Triumph of the Humble Chief Risk Officer
By: Anette Mikes
This paper tracks the evolution of the role of two chief risk officers (CROs), and the tools and processes they have implemented in their respective organizations. While the companies are from very different industries (one is a power company, the other is a toy... View Details
Mikes, Anette. "The Triumph of the Humble Chief Risk Officer." Harvard Business School Working Paper, No. 14-114, May 2014.
- November 2000 (Revised June 2001)
- Case
Pokemon: Gotta Catch 'Em All
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
Keywords: Age; Entertainment; Ethics; Cross-Cultural and Cross-Border Issues; Brands and Branding; Entertainment and Recreation Industry; Japan; United States
Fournier, Susan M., and Andrea Carol Wojnicki. "Pokemon: Gotta Catch 'Em All." Harvard Business School Case 501-017, November 2000. (Revised June 2001.)
- 12 Jun 2014
- Working Paper Summaries
The Triumph of the Humble Chief Risk Officer
Keywords: by Anette Mikes
- June 2002 (Revised September 2002)
- Case
Pokemon: Gotta Catch 'Em All (Abridged)
By: Youngme E. Moon
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that... View Details
Keywords: Brands and Branding; Age; Business or Company Management; Marketing Strategy; Product Launch; Cross-Cultural and Cross-Border Issues; Copyright; Video Game Industry; Video Game Industry; Japan; Asia; United States
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- 20 Jul 2011
- Research & Ideas
Five Discovery Skills that Distinguish Great Innovators
and Alvy Ray, who headed up a small computer graphics operation called Industrial Light & Magic (the group created special effects for George Lucas's movies). Fascinated by their operation, Jobs bought View Details