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  • All HBS Web  (1,904)
    • People  (19)
    • News  (572)
    • Research  (1,087)
    • Events  (4)
    • Multimedia  (26)
  • Faculty Publications  (867)

Show Results For

  • All HBS Web  (1,904)
    • People  (19)
    • News  (572)
    • Research  (1,087)
    • Events  (4)
    • Multimedia  (26)
  • Faculty Publications  (867)
← Page 25 of 1,904 Results →
  • 01 Mar 2004
  • News

Derek Ferguson

Derek T. Ferguson (MBA 1990) could be mistaken for a minister by fellow commuters on the train from Connecticut to Manhattan. Yet his calling is not to the pulpit, but to the midtown headquarters of Bad Boy Worldwide Entertainment Group,... View Details
Keywords: Julia Hanna; Arts, Entertainment; Arts, Entertainment
  • February 2002 (Revised October 2005)
  • Case

BMWFilms

By: Youngme E. Moon and Kerry Herman
Jim McDowell, VP of marketing at BMW North America, is debating how to follow up the success of his latest marketing campaign, "BMWFilms." This campaign features five short films for the Internet, directed by some of the hottest young directors in Hollywood. By all... View Details
Keywords: Consumer Behavior; Internet and the Web; Marketing Strategy; Film Entertainment; Innovation and Invention; Auto Industry; North and Central America
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Moon, Youngme E., and Kerry Herman. "BMWFilms." Harvard Business School Case 502-046, February 2002. (Revised October 2005.)
  • 2024
  • Working Paper

What Makes Players Pay? An Empirical Investigation of In-Game Lotteries

By: Tomomichi Amano and Andrey Simonov
In 2020, gamers spent more than $15 billion on loot boxes, lotteries of virtual items in video games. Paid loot boxes are contentious. Game producers argue that loot boxes complement the gameplay and expenditures on loot boxes reflect players’ enjoyment of the game.... View Details
Keywords: Consumer Behavior; Policy; Games, Gaming, and Gambling; Product Design; Ethics; Governing Rules, Regulations, and Reforms; Video Game Industry
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Amano, Tomomichi, and Andrey Simonov. "What Makes Players Pay? An Empirical Investigation of In-Game Lotteries." Columbia Business School Research Paper Series, No. 4355019, June 2024.
  • 01 Apr 2000
  • News

Student "Treks" Lead to Jobs and Opportunities

Angeles for the premier Hollywood Trek, where they joined a total of 45 HBSers interested in the entertainment industry and the Internet. Meanwhile, in London, more than 90 students from the School were experiencing a full agenda of... View Details
  • 01 Mar 2024
  • News

Alumni and Faculty Books and Podcasts

Edited by Margie Kelley Alumni Books You Got This! A Straightforward, No-Nonsense Playbook for Crushing 130+ Workplace Challenges By Heidi Abelli (MBA 1993) Palmetto Publishing Stepping into the corporate world can feel like navigating a labyrinth, especially when... View Details
Keywords: Publishing Industries (except Internet); Information
  • 11 Mar 2019
  • Research & Ideas

Branding Sells Cereal, Handbags, and Vacations. Can It Sell a Country?

world stage. Armed with a $74 million branding fund, the President’s Council on Nation Branding began a multiprong effort in 2009 to position South Korea as an important global player, showcase its welcoming culture, and boost quality perceptions of its products and... View Details
Keywords: by Danielle Kost; Tourism
  • August 2014
  • Case

Opening the Valve: From Software to Hardware (A)

By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
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Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
  • 26 Jul 2022
  • Research & Ideas

Burgers with Bugs? What Happens When Restaurants Ignore Online Reviews

There’s a saying in hospitality: The customer is always right. In fact, customers might be more influential than ever, according to a study of online restaurant reviews. Yelp, the website where consumers share their service experiences, often amplifies pest problems... View Details
Keywords: by Kara Baskin; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
  • November 2017
  • Teaching Note

Amazon.com, 2016

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-402. On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Market Platforms; Two-Sided Platforms; Competition; Internet; Corporate Strategy; Online Advertising; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Hardware; Information Technology; Mobile Technology; Online Technology; Technology Networks; Technology Platform; Web; Web Sites; Price; Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle
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Wells, John R., and Gabriel Ellsworth. "Amazon.com, 2016." Harvard Business School Teaching Note 718-441, November 2017.
  • September 2019 (Revised June 2020)
  • Case

Othellonia: Growing a Mobile Game

By: Eva Ascarza, Tomomichi Amano and Sunil Gupta
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization. View Details
Keywords: Targeting; Retention/churn; Freemium; Monetization; Customer Relationship Management; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Marketing; Customers; Marketing Strategy; Retention; Acquisition; Entertainment and Recreation Industry; Japan
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Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
  • April 2014 (Revised July 2017)
  • Case

The Tate's Digital Transformation

By: Jill Avery
John Stack was the visionary Head of Digital Transformation at the Tate, a collection of four major art galleries in the UK, including Tate Modern, the most visited gallery devoted to modern and contemporary art in the world. Stack was the architect of the Tate's... View Details
Keywords: Digital; Marketing Communication; Non-profit Management; Marketing; Marketing Strategy; Nonprofit Organizations; Social Media; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United Kingdom
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Avery, Jill. "The Tate's Digital Transformation." Harvard Business School Case 314-122, April 2014. (Revised July 2017.)
  • October 2019 (Revised October 2019)
  • Case

Epic Games

By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive... View Details
Keywords: Industry Analysis; Video Games; Platforms; Comparative Advantage; Growth Strategy; Innovation Focused Strategy; Pricing Strategy; Strategy; Competition; Growth and Development Strategy; Innovation Strategy; Games, Gaming, and Gambling; Digital Platforms; Technology Industry
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Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
  • July 2020 (Revised April 2022)
  • Case

Paris Saint-Germain: Building One of the World's Top Sports Brands

By: Anita Elberse and David Moreno Vicente
In March 2020, Nasser Al-Khelaifi, the president of French soccer club Paris Saint-Germain (‘PSG’) sees his team clinch a spot among the last eight clubs to compete in the UEFA Champions League. Established in 1970 and initially a club with only moderate success, PSG’s... View Details
Keywords: Soccer; Football; Superstars; Talent; Talent Development; General Management; Sports; Entertainment; Media; Talent and Talent Management; Globalization; Brands and Branding; Marketing; Strategy; Sports Industry; Europe
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Elberse, Anita, and David Moreno Vicente. "Paris Saint-Germain: Building One of the World's Top Sports Brands." Harvard Business School Case 521-006, July 2020. (Revised April 2022.)
  • 09 May 2023
  • Cold Call Podcast

Can Robin Williams’ Son Help Other Families Heal Addiction and Depression?

Keywords: Re: Lauren H. Cohen; Entertainment & Recreation; Entertainment & Recreation
  • May 2016 (Revised September 2016)
  • Case

Hillside Beach Club: Delivering the Ultimate Family Vacation in the Mediterranean

By: Rajiv Lal and Gamze Yucaoglu
In 2015, Edip Ilkbahar, HBC’s founder and CEO, was looking over the plans for a new branch in Cyprus. Since the inception of the company by the Alarko Group of companies in 1994, Ilkbahar’s company had enjoyed high occupancy, high guest satisfaction, and high... View Details
Keywords: Customer Experience; Customer Service; Hotel Industry; Emerging Market; Customer Focus; Leading Growth; Feedback Culture; Employee Empowerment; Employee Engagement; Employee Training; Staffing; Operations Management; Quality Management; Service Management; Service Quality; Continuous Improvement; Hillside; HBC; Turkey; Vacation; Customer Relationship Management; Quality; Employee Relationship Management; Service Operations; Organizational Culture; Customer Satisfaction; Selection and Staffing; Service Delivery; Competitive Advantage; Emerging Markets; Growth and Development; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Turkey
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Lal, Rajiv, and Gamze Yucaoglu. "Hillside Beach Club: Delivering the Ultimate Family Vacation in the Mediterranean." Harvard Business School Case 516-110, May 2016. (Revised September 2016.)
  • Web

Industry Information - Alumni

rig data, equipment marketplace, and more. + – Entertainment Billboardbiz Read the latest music industry news as it relates to everything from the growth of streaming services to the legal and management issues impacting the world of... View Details
  • 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.)
  • 10 Feb 2016
  • Blog Post

Combining an Interest in Music and Business

passionate about. I applied to non-profits, startups, social innovators, arts foundations, theatre producers, music labels, entertainment conglomerates, among others. I am now halfway through my internship in one of the biggest music... View Details
  • October 2016
  • Case

Supercell

By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released... View Details
Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, and Gambling; Groups and Teams; Video Game Industry; Finland
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Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
  • November 2002 (Revised January 2003)
  • Case

Mount Everest-1996

Describes the events that transpired during the May 1996, Mount Everest tragedy. Examines the flawed decisions that climbing teams made before and during the ascent. View Details
Keywords: Decisions; Groups and Teams; Crisis Management; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Nepal
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Roberto, Michael, and Gina Carioggia. "Mount Everest-1996." Harvard Business School Case 303-061, November 2002. (Revised January 2003.)
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