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- All HBS Web
(1,906)
- People (19)
- News (572)
- Research (1,083)
- Events (4)
- Multimedia (26)
- Faculty Publications (862)
- July 2002 (Revised January 2003)
- Case
Harrah's Entertainment, Inc: Rewarding Our People
By: Thomas J. DeLong and Vineeta Vijayaraghavan
Marilyn Winn, head of human resources at Harrah's Entertainment, must make a recommendation to the company's president and CEO about whether the existing bonus payout program is effective at motivating employees or whether it should be revised and/or replaced. A recent... View Details
Keywords: Customer Satisfaction; Economic Slowdown and Stagnation; Compensation and Benefits; Employees; Human Capital; Management Style; Motivation and Incentives; Alignment; Entertainment and Recreation Industry
DeLong, Thomas J., and Vineeta Vijayaraghavan. "Harrah's Entertainment, Inc: Rewarding Our People." Harvard Business School Case 403-008, July 2002. (Revised January 2003.)
- 04 Apr 2022
- What Do You Think?
As Disney Board Chair, What Would You Advise CEO Bob Chapek Regarding 'Don’t Say Gay'?
history. Its stock, suffering the typical ups and downs of entertainment companies during the pandemic, had recovered and was at about the same price as when Chapek took over from “legendary” CEO Bob Iger two years earlier. He was aware,... View Details
Keywords: by James Heskett
- May 2016
- Case
The Inexorable Rise of Walmart? 1988—2016
By: John R. Wells and Gabriel Ellsworth
In October 2015, Walmart surprised investors by announcing that it expected flat sales growth for 2015 and growth of only 3% to 4% over the coming three years. Profits would also fall due to significant investments in people and technology. The company’s stock price... View Details
Keywords: Asda; Costco; David Glass; Convenience Stores; Discount Retailing; Dollar Stores; Doug McMillon; E-commerce; Online Retail; General Merchandise; Grocery; Lee Scott; Mike Duke; Multichannel Retailing; Omnichannel; Neighborhood Market; Sam Walton; Sam's Club; Store Formats; Supercenter; Supermarket; Warehouse Clubs; Merchandising; Walmart; Wal-Mart; Globalized Firms and Management; Competitive Strategy; Corporate Strategy; Growth and Development Strategy; Business Units; Business Divisions; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Television Entertainment; Banks and Banking; Price; Profit; Revenue; Food; Global Range; Cross-Cultural and Cross-Border Issues; Global Strategy; Business History; Compensation and Benefits; Employees; Human Capital; Labor Unions; Wages; Business or Company Management; Goals and Objectives; Management Succession; Brands and Branding; Product Positioning; Distribution; Supply Chain; Supply Chain Management; Public Ownership; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competition; Competitive Advantage; Diversification; Expansion; Segmentation; Information Technology; Internet; Mobile Technology; Online Technology; Web; Web Sites; Retail Industry; Food and Beverage Industry; Distribution Industry; Banking Industry; United States; Arkansas; Bentonville
Wells, John R., and Gabriel Ellsworth. "The Inexorable Rise of Walmart? 1988—2016." Harvard Business School Case 716-426, May 2016.
- September 2020
- Case
Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis
By: Boris Groysberg and Michael Norris
In the summer of 2020, Jan Swartz, President of Princess Cruises, was persevering to lead her company back from the depths of the COVID-19 Pandemic. Diamond Princess, one of Princess Cruises’ 18 ships was the site of one of the earliest large outbreaks of COVID-19... View Details
Keywords: COVID-19 Pandemic; COVID-19; Leading Change; Crisis Management; Ship Transportation; Health Pandemics; Human Resources; Business Strategy; Gender; Personal Development and Career; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Japan; United States
Groysberg, Boris, and Michael Norris. "Jan Swartz: Steering Princess Cruises Through the COVID-19 Crisis." Harvard Business School Case 421-036, September 2020.
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; 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; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- August 2020 (Revised June 2021)
- Case
Skillz: Esports and Skill-Based Mobile Gaming
By: Andy Wu, David B. Yoffie and George Gonzalez
Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
- 07 Apr 2015
- News
Warrior Spirit
On a Friday night in November, a capacity crowd of 12,000 spectators is settling in at Singapore Indoor Stadium, shaking off the rain from an early evening downpour typical for the start of monsoon season. They’re here for ONE Fighting Championship’s “Battle of Lions,”... View Details
- May 2022
- Case
Executive Decision-Making at Zola
By: Amy C. Edmondson and Michael Roberto
In April 2020, Rachel Jarrett, President and COO of wedding technology company Zola, called a meeting with the organization’s key decision-makers. The company had previously launched three business expansions: a vendor marketplace, a wedding apparel division, and a... View Details
Keywords: Decision Making; Voting; Decision Choices and Conditions; Management Skills; Management; Management Style; Organizations; Organizational Culture; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States
Edmondson, Amy C., and Michael Roberto. "Executive Decision-Making at Zola." Harvard Business School Case 622-074, May 2022.
- 09 Jan 2023
- Blog Post
How I Spent My HBS 2+2 Deferral: Sam Perez Diarte
philanthropic ventures that my wife and I started envisioning during college. What advice do you have for prospective students considering the 2+2 program? If you have even entertained the thought of an MBA, apply. An MBA opens doors you... View Details
- Profile
Melcolm Ruffin
internship he'll be with Twitter's Global Content Partnerships team focused on sports, news, and entertainment content deals. Meanwhile, he recognizes that within HBS, he has "come full circle – I'm now among the leaders of the... View Details
Keywords: Entertainment/Media
- 18 Feb 2019
- Book
What’s Really Disrupting Business? It’s Not Technology
from their point of view: where they live, what they eat, what they wear, how they move, how they heal themselves, how they educate themselves, and how they entertain themselves. When consumers change their behavior, the first signs can... View Details
- 18 Sep 2017
- Research & Ideas
'Likes' Lead to Nothing—and Other Hard-Learned Lessons of Social Media Marketing
funny—but remember your brand’s purpose Social media is a place where people appreciate humor—as long as it fits with the brand image, Avery says. Squatty Potty does an excellent job of engaging its audience with amusing and entertaining... View Details
- 01 Sep 2003
- News
Larry Murphy
development advisor. He believes that sheer size, coupled with some ill-advised mergers, have hurt creativity and bottom-line performance at big-name media and entertainment companies. “I wouldn’t be surprised,” Murphy says, “to see the... View Details
- 19 Jan 2022
- Blog Post
From Retail to HBS: How I’m Building a Career Path at the Intersection of Arts, Culture, and Business
interesting and inspiring people, it also allowed me to land my ideal summer internship on the Digital Strategy & Investments team at Sony Music Entertainment (alongside two HBS grads). Lastly, on a more personal note, I am grateful... View Details
- 26 Jun 2013
- News
How a Trivial Pursuit Became a Significant Case
Bob Reiss Photo courtesy of Bob Reiss It was 1983, and Bob Reiss (MBA 1956) was looking for a new game to play. A Brooklyn native and former basketball star at Columbia University who had become a successful entrepreneur in the toy-and-game industry, Reiss was... View Details
- November 2023
- Case
Axie Infinity: Video Game Meets Blockchain
By: Marco Di Maggio and Wenyao Sha
The narrative unfolds from the perspective of Sky Mavis's leadership team, facing a high-stakes, rapidly evolving digital frontier. They navigate the exhilarating yet tumultuous journey of Axie Infinity, balancing innovation with sustainability. It explores the game's... View Details
Keywords: Blockchain; Business Model; Games, Gaming, and Gambling; Currency; Innovation and Management; Business Strategy; Video Game Industry
Di Maggio, Marco, and Wenyao Sha. "Axie Infinity: Video Game Meets Blockchain." Harvard Business School Case 224-021, November 2023.
- January 2019 (Revised February 2020)
- Case
World Wrestling Entertainment, Inc.
By: Anita Elberse and Melissa Rodman
World Wrestling Entertainment, Inc. (WWE) develops and presents scripted hero-versus-villain storylines featuring its wrestlers at hundreds of live events—on several weekly television shows, on its own over-the-top streaming service, and on social media—to millions of... View Details
Keywords: Superstars; Talent; Talent Development; Labor Economics; General Management; Entertainment; Sports; Media; Talent and Talent Management; Contracts; Marketing; Strategy
Elberse, Anita, and Melissa Rodman. "World Wrestling Entertainment, Inc." Harvard Business School Case 519-058, January 2019. (Revised February 2020.)
- August 2012
- Case
ARISE: A Destination-for-a-Day Spa
By: Michael Beer and Lynda St. Clair
A new Dallas-based health and beauty spa aims to use a highly distinctive human resource system as the foundation of its competitive strategy. By encouraging employees to act as "personal wellness coaches" (PWCs) with high commitment and broad responsibilities, the... View Details
Keywords: Compensation and Benefits; Motivation and Incentives; Organizational Design; Organizational Culture; Service Delivery; Competitive Strategy; Innovation Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Texas
Beer, Michael, and Lynda St. Clair. "ARISE: A Destination-for-a-Day Spa." Harvard Business School Brief Case 913-521, August 2012.
- 28 Apr 2003
- Research & Ideas
Supply Chain Risk: Deal With It
president of strategy and new business development for books and entertainment retailer Borders Group (Ann Arbor, Mich.). "There's not as much slack as there once was." "Slack" in the supply chain refers primarily to... View Details
Keywords: by David Stauffer
- October 2020 (Revised August 2022)
- Case
Epic Games: Nineteen Eighty-Fortnite
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems.... View Details
Keywords: Mobile Platforms; Mobile App Industry; Mobile Payment Systems; Antitrust; Games, Gaming, and Gambling; Mobile and Wireless Technology; Lawsuits and Litigation; Entrepreneurship; Competitive Strategy; Digital Platforms; United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnite." Harvard Business School Case 721-395, October 2020. (Revised August 2022.)