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      • 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.)
      • December 2003 (Revised July 2005)
      • Module Note

      Making Sense of Media Conglomerates

      By: Bharat N. Anand
      The media and entertainment sector has been characterized by the persistence of conglomeration over long periods of time, on the one hand, and several recent visible failures, on the other. Examines these phenomena in an attempt to make sense of each. View Details
      Keywords: Media; Business Conglomerates; Media and Broadcasting Industry
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      Anand, Bharat N. "Making Sense of Media Conglomerates." Harvard Business School Module Note 704-466, December 2003. (Revised July 2005.)
      • 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.
      • December 2003 (Revised October 2005)
      • Case

      High-Definition TV: The Grand Alliance

      By: Thomas R. Eisenmann
      Describes political and economic forces that influenced the development of an all-digital, high-definition television (HDTV) standard in the United States between 1986 and 1996. Outlines the stakes for various government and industry participants in the... View Details
      Keywords: Decision Choices and Conditions; Investment; Policy; Management Practices and Processes; Emerging Markets; Standards; Business and Government Relations; Networks; Research and Development; Technology Adoption; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; Europe; United States
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      Eisenmann, Thomas R. "High-Definition TV: The Grand Alliance." Harvard Business School Case 804-103, December 2003. (Revised October 2005.)
      • November 2003 (Revised July 2006)
      • Case

      STAR 2003

      By: Thomas R. Piper
      A shift in strategy from broadcasting standardized programs throughout its footprint to localized programming necessitates a review of STAR's organizational structure. Growing complexity and a need for local responsiveness point toward adoption of a country-based... View Details
      Keywords: Corporate Strategy; Organizational Structure; Management Teams; Decision Choices and Conditions; Organizational Design; Complexity; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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      Piper, Thomas R. "STAR 2003." Harvard Business School Case 204-014, November 2003. (Revised July 2006.)
      • October 2003
      • Supplement

      Strategic Inflection: TiVo in 2003 (B)

      By: Christina Darwall, Pai-Ling Yin and David B. Yoffie
      Spreadsheet for use with case (9-704-429). Download Only. (Examines the possibility of TIVo being a content distributor). View Details
      Keywords: Strategic Planning; Distribution Channels; Entertainment and Recreation Industry
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      Darwall, Christina, Pai-Ling Yin, and David B. Yoffie. "Strategic Inflection: TiVo in 2003 (B)." Harvard Business School Spreadsheet Supplement 704-751, October 2003.
      • October 2003 (Revised December 2003)
      • Case

      Strategic Inflection: TiVo in 2003 (B)

      By: David B. Yoffie, Pai-Ling Yin and Christina L. Darwall
      Supplements the (A) case. View Details
      Keywords: Entertainment and Recreation Industry
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      Yoffie, David B., Pai-Ling Yin, and Christina L. Darwall. "Strategic Inflection: TiVo in 2003 (B)." Harvard Business School Case 704-429, October 2003. (Revised December 2003.)
      • October 2003 (Revised February 2004)
      • Case

      Strategic Inflection: TiVo in 2003 (A)

      By: David B. Yoffie, Pai-Ling Yin and Christina L. Darwall
      Mike Ramsey, TiVo's CEO, must decide on which direction to build the company. Facing an onslaught of new competitors, a huge opportunity in the cable industry, and the possibility of becoming the new "user interface" for TV entertainment, Ramsey must balance the... View Details
      Keywords: Television Entertainment; Profit; Product Positioning; Standards; Opportunities; Commercialization; Competition; Technology Adoption; Entertainment and Recreation Industry
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      Yoffie, David B., Pai-Ling Yin, and Christina L. Darwall. "Strategic Inflection: TiVo in 2003 (A)." Harvard Business School Case 704-425, October 2003. (Revised February 2004.)
      • October 2003
      • Article

      Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games

      By: David J. Cooper, Nick Feltovich, Alvin E. Roth and Rami Zwick
      Keywords: Strategy; Behavior; Games, Gaming, and Gambling
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      Cooper, David J., Nick Feltovich, Alvin E. Roth, and Rami Zwick. "Relative versus Absolute Speed of Adjustment in Strategic Environments: Responder Behavior in Ultimatum Games." Experimental Economics 6, no. 2 (October 2003): 181–207.
      • September 2003 (Revised January 2004)
      • Case

      Giant Cinema

      By: Malcolm P. Baker, Richard S. Ruback, Erik Stafford and Kathleen Luchs
      The owner of Giant Cinema must decide whether to invest in a digital projector, a new technology for screening films, or purchase a traditional projector. The impact of the new technology is uncertain, and the case describes probabilities for different outcomes that... View Details
      Keywords: Entrepreneurship; Film Entertainment; Technology Adoption; Financial Strategy; Investment; Outcome or Result; Risk and Uncertainty; Technology; Entertainment and Recreation Industry
      Citation
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      Baker, Malcolm P., Richard S. Ruback, Erik Stafford, and Kathleen Luchs. "Giant Cinema." Harvard Business School Case 204-052, September 2003. (Revised January 2004.)
      • August 2003 (Revised November 2005)
      • Teaching Note

      Electronic Arts Introduces The Sims Online (TN)

      By: Youngme E. Moon
      Teaching Note for (9-503-008). View Details
      Keywords: Entertainment and Recreation Industry
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      Moon, Youngme E. "Electronic Arts Introduces The Sims Online (TN)." Harvard Business School Teaching Note 504-044, August 2003. (Revised November 2005.)
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