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      • April 2005
      • Case

      Handleman Company

      By: Janice H. Hammond and Kevin Dolan
      Describes the organization and operations of the Handleman Co., an intermediary in the music industry that buys recorded music and resells it to mass retailers such as Wal-Mart. The company provides distribution, inventory management, retail merchandising, and category... View Details
      Keywords: Business Organization; Music Entertainment; Cost Management; Growth and Development; Business or Company Management; Distribution Channels; Problems and Challenges; Risk and Uncertainty; Online Technology; Value Creation; Music Industry
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      Hammond, Janice H., and Kevin Dolan. "Handleman Company." Harvard Business School Case 605-024, April 2005.
      • April 2005 (Revised April 2005)
      • Background Note

      Corporate Strategies in Media and Entertainment Businesses

      By: Bharat N. Anand
      In recent years, many debates in corporate strategy have centered around information goods markets, and the media and entertainment sector in particular. Vertical integration is the norm in many parts of the media sector, despite conventional wisdom that it offers no... View Details
      Keywords: Corporate Strategy
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      Anand, Bharat N. "Corporate Strategies in Media and Entertainment Businesses." Harvard Business School Background Note 705-479, April 2005. (Revised April 2005.)
      • 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; Entertainment and Recreation Industry
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      Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
      • March 2005
      • Teaching Note

      Must Zee TV (TN)

      By: Bharat N. Anand
      Teaching Note to (9-700-122). View Details
      Keywords: Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Anand, Bharat N. "Must Zee TV (TN)." Harvard Business School Teaching Note 705-418, March 2005.
      • January 2005 (Revised October 2005)
      • Supplement

      Leading the Josie Esquivel Franchise (C): Definition of Success over Time

      By: Boris Groysberg and Laura Morgan Roberts
      Supplements the (A) case. View Details
      Keywords: Entertainment and Recreation Industry
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      Groysberg, Boris, and Laura Morgan Roberts. "Leading the Josie Esquivel Franchise (C): Definition of Success over Time." Harvard Business School Supplement 405-072, January 2005. (Revised October 2005.)
      • January 2005 (Revised August 2006)
      • Case

      Lean Forward Media

      By: Teresa M. Amabile and Victoria Winston
      Jeff Norton and Michelle Crames, the co-founders of Lean Forward Media, face several options for producing the world's first interactive DVD film for children. Their vision is to build a company whose products simultaneously entertain children, engage them actively in... View Details
      Keywords: Decision Choices and Conditions; Early Childhood Education; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Management Practices and Processes; Risk Management; Partners and Partnerships; Opportunities; Creativity
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      Amabile, Teresa M., and Victoria Winston. "Lean Forward Media." Harvard Business School Case 805-063, January 2005. (Revised August 2006.)
      • January 2005 (Revised August 2005)
      • Case

      Apple Computer, 2005

      By: David B. Yoffie and Barbara Mack
      Apple has reaped the benefits of its innovative music player, the iPod. However, its PC and server business continue to hold small market share relative to the worldwide computer market over the past few years. Will the iPod lure new users to the Mac? Will Apple be... View Details
      Keywords: Technological Innovation; Innovation Strategy; Information Infrastructure; Brands and Branding; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Yoffie, David B., and Barbara Mack. "Apple Computer, 2005." Harvard Business School Case 705-469, January 2005. (Revised August 2005.)
      • 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
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      Godes, David B., and Elie Ofek. "Hasbro Games -- POX (A)." Harvard Business School Case 505-046, December 2004. (Revised October 2005.)
      • November 2004 (Revised October 2005)
      • Supplement

      Leading the Josie Esquivel Franchise (B)

      By: Boris Groysberg and Laura Morgan Roberts
      Supplements the (A) case. View Details
      Keywords: Entertainment and Recreation Industry
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      Groysberg, Boris, and Laura Morgan Roberts. "Leading the Josie Esquivel Franchise (B)." Harvard Business School Supplement 405-027, November 2004. (Revised October 2005.)
      • November 2004 (Revised May 2005)
      • Case

      Marvel Enterprises, Inc.

      By: Anita Elberse
      The management team of Marvel Enterprises, known for its universe of superhero characters that includes Spider-Man, the Hulk, and X-Men, must reevaluate its marketing strategy. In June 2004, only six years after the company emerged from bankruptcy, Marvel has amassed a... View Details
      Keywords: Intellectual Property; Business Model; Brands and Branding; Marketing Strategy; Opportunities; Growth and Development Strategy; Rights; Entertainment and Recreation Industry
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      Elberse, Anita. "Marvel Enterprises, Inc." Harvard Business School Case 505-001, November 2004. (Revised May 2005.)
      • November 2004 (Revised November 2004)
      • Supplement

      Martha Stewart (B)

      By: Lynn S. Paine and Christopher Bruner
      Supplements the (A) case. View Details
      Keywords: Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Paine, Lynn S., and Christopher Bruner. "Martha Stewart (B)." Harvard Business School Supplement 305-035, November 2004. (Revised November 2004.)
      • November 2004 (Revised November 2004)
      • Supplement

      Martha Stewart (C)

      By: Lynn S. Paine and Christopher Bruner
      Supplements the (A) case. View Details
      Keywords: Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Paine, Lynn S., and Christopher Bruner. "Martha Stewart (C)." Harvard Business School Supplement 305-036, November 2004. (Revised November 2004.)
      • September 2004 (Revised February 2010)
      • Case

      The Passion of the Christ (A)

      By: John A. Quelch, Anita Elberse and Anna Harrington
      Bob Berney, president of Newmarket Films, must decide on a distribution and marketing strategy for Mel Gibson's controversial new movie, The Passion of the Christ. Fueled by Gibson's star power as well as an extensive prescreening campaign among Christian leaders and... View Details
      Keywords: Advertising Campaigns; Film Entertainment; Marketing Strategy; Product Launch; Product Positioning; Distribution Channels; Religion; Motion Pictures and Video Industry
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      Quelch, John A., Anita Elberse, and Anna Harrington. "The Passion of the Christ (A)." Harvard Business School Case 505-025, September 2004. (Revised February 2010.)
      • 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.)
      • July 2004 (Revised July 2005)
      • Case

      Activision: The 'Kelly Slater's Pro Surfer' Project

      By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
      Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the... View Details
      Keywords: Games, Gaming, and Gambling; Product Development; Customer Satisfaction; Projects; Business or Company Management; Product Launch; Marketing Strategy; Decision Choices and Conditions; Industry Structures; Innovation Strategy; Entertainment and Recreation Industry; United States
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      MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
      • June 2004 (Revised June 2006)
      • Case

      Scientific-Atlanta, Inc.

      By: Thomas R. Eisenmann
      Scientific-Atlantia (S-A), a leading manufacturer of cable TV equipment, is confronting strategic challenges in mid-2004. For decades, cable operators have faced high switching costs that have locked them into exclusive supply relationships with either S-A or its... View Details
      Keywords: Technological Innovation; Competition; Industry Structures; Television Entertainment; Duopoly and Oligopoly; Manufacturing Industry; Media and Broadcasting Industry
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      Eisenmann, Thomas R. "Scientific-Atlanta, Inc." Harvard Business School Case 804-191, June 2004. (Revised June 2006.)
      • June 2004
      • Teaching Note

      Strategic Inflection: TiVo in 2003 (A & B) TN

      By: Pai-Ling Yin and David B. Yoffie
      Teaching Note to (9-704-425) and (9-704-429). View Details
      Keywords: Entertainment and Recreation Industry
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      Yin, Pai-Ling, and David B. Yoffie. "Strategic Inflection: TiVo in 2003 (A & B) TN." Harvard Business School Teaching Note 704-497, June 2004.
      • 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.)
      • March 2004 (Revised September 2005)
      • Case

      RealNetworks Rhapsody

      By: Thomas R. Eisenmann and Steven Carpenter
      Examines RealNetwork's (Real's) strategy for the rapidly emerging online music market. In contrast to rivals who sell individual copies of songs, Real offers online music on a subscription basis. For a $10 monthly fee, subscribers to Real's Rhapsody service have... View Details
      Keywords: Internet and the Web; Competitive Advantage; Distribution Channels; Music Entertainment; Ownership; Service Industry; Retail Industry; Music Industry
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      Eisenmann, Thomas R., and Steven Carpenter. "RealNetworks Rhapsody." Harvard Business School Case 804-142, March 2004. (Revised September 2005.)
      • 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; Entertainment and Recreation 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.)
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