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  • All HBS Web  (1,966)
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    • News  (570)
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    • Events  (5)
    • Multimedia  (23)
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← Page 32 of 1,966 Results →
  • 17 Dec 2013
  • First Look

First Look: December 17

Reactions to Humor? By: Teixeira, Thales S., and Horst Stipp Abstract—Humor and other entertaining content, as opposed to demonstrations of product features View Details
Keywords: Carmen Nobel
  • February 2021 (Revised March 2022)
  • Case

TikTok in 2020: Super App or Supernova?

By: Jeffrey F. Rayport, Dan Maher and Dan O'Brien
TikTok’s parent company, ByteDance, was launched in 2012 around a simple idea – helping users entertain themselves on their smartphones while on the Beijing Subway. In less than a decade, it had become one of the world’s most valuable private companies, with investors... View Details
Keywords: Business Model; Business Startups; Business Organization; Change Management; Disruption; Cross-Cultural and Cross-Border Issues; Global Strategy; Health Pandemics; Innovation Strategy; Growth and Development Strategy; Growth Management; Brands and Branding; Marketing Strategy; Marketing Channels; Network Effects; Digital Platforms; Product Design; Product Development; Partners and Partnerships; Opportunities; Social Issues; Mobile and Wireless Technology; Internet and the Web; Value Creation; United States; China
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Rayport, Jeffrey F., Dan Maher, and Dan O'Brien. "TikTok in 2020: Super App or Supernova?" Harvard Business School Case 821-087, February 2021. (Revised March 2022.)
  • September 2009
  • Article

The Technology Manager's Journey: An Extended Narrative Approach to Educating Technical Leaders

By: Robert D. Austin, Richard L. Nolan and Shannon O'Donnell
Technology management poses particular challenges for educators because it requires a facility with different kinds of knowledge and wide-ranging learning abilities. We report on the development and delivery of an information technology (IT) management course designed... View Details
Keywords: Information Technology; Management; Knowledge Use and Leverage; Business Education; Multinational Firms and Management; Entertainment; Communication; Curriculum and Courses; Framework; Design; Goals and Objectives; Learning; Information Technology Industry
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Austin, Robert D., Richard L. Nolan, and Shannon O'Donnell. "The Technology Manager's Journey: An Extended Narrative Approach to Educating Technical Leaders." Academy of Management Learning & Education 8, no. 3 (September 2009).
  • August 2014 (Revised May 2015)
  • Case

Teaming at Disney Animation

By: Amy C. Edmondson, David L. Ager, Emily Harburg and Natalie Bartlett
Jonathan Geibel, Director of Systems at Walt Disney Animation Studios (hereafter referred to as Disney Animation), walked through the workspace occupied by the group he had been tasked to lead. Geibel knew he was part of a creative and magical environment. The Disney... View Details
Keywords: Leading Change; Creativity; Organizational Structure; Animation Entertainment; Organizational Culture; Groups and Teams; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States
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Edmondson, Amy C., David L. Ager, Emily Harburg, and Natalie Bartlett. "Teaming at Disney Animation." Harvard Business School Case 615-023, August 2014. (Revised May 2015.)
  • April 2009 (Revised June 2020)
  • Case

Al Capone

By: Tom Nicholas and David Chen
In 1929, Chicago, IL mob boss Al Capone was at the height of his power. As head of the extensive crime organization known as "The Outfit" during most of U.S.'s Prohibition Era (1920-1933), Capone oversaw hundreds of brothels, speakeasies, and roadhouses which served as... View Details
Keywords: Bootlegging; Entrepreneurship; Crime and Corruption; Games, Gaming, and Gambling; Business History; United States; Chicago
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Nicholas, Tom, and David Chen. "Al Capone." Harvard Business School Case 809-144, April 2009. (Revised June 2020.)
  • 26 Mar 2024
  • Research & Ideas

How Humans Outshine AI in Adapting to Change

begin a task, pivoting your perspective of where you are and what you can do as your environment changes. Artificial intelligence can’t do that yet—and the machines may have a long way to go before they can truly replicate this... View Details
Keywords: by Rachel Layne; Technology; Information Technology
  • 21 Apr 2023
  • Research & Ideas

The $15 Billion Question: Have Loot Boxes Turned Video Gaming into Gambling?

in loot boxes and protect consumers, the authors suggest. The work resonates beyond entertainment to offer insights for the many industries facing regulatory pressures and... View Details
Keywords: by Scott Van Voorhis; Video Game; Media & Broadcasting
  • February 2022 (Revised February 2023)
  • Case

TikTok in 2020: Super App or Supernova? (Abridged)

By: Jeffrey F. Rayport, Dan Maher and Dan O'Brien
TikTok’s parent company, ByteDance, was launched in 2012 around a simple idea—helping users entertain themselves on their smartphones while on the Beijing Subway. In less than a decade, it had become one of the world’s most valuable private companies, with investors... View Details
Keywords: Digital Platform; Artificial Intelligence; AI; Mobile App; Mobile App Industry; Mobile and Wireless Technology; Market Entry and Exit; Brands and Branding; Growth and Development Strategy; China
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Rayport, Jeffrey F., Dan Maher, and Dan O'Brien. "TikTok in 2020: Super App or Supernova? (Abridged)." Harvard Business School Case 822-112, February 2022. (Revised February 2023.)
  • 24 Mar 2015
  • First Look

First Look: March 24

  Publications March 2015 Partners or Creditors? Attracting Foreign Investment and Productive Development to Central America and Dominican Republic Foreign Direct Investment: Effects, Complementarities,... View Details
Keywords: Sean Silverthorne
  • May 2007 (Revised April 2009)
  • Case

Netflix

By: Willy C. Shih, Stephen P. Kaufman and David Spinola
Reed Hastings founded Netflix with a vision to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encouraged challenges it underwent several major strategy shifts, ultimately developing a... View Details
Keywords: Business Model; Film Entertainment; Disruptive Innovation; Growth and Development Strategy; Distribution Channels; Service Delivery; Renting or Rental; Competitive Strategy; Motion Pictures and Video Industry
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Shih, Willy C., Stephen P. Kaufman, and David Spinola. "Netflix." Harvard Business School Case 607-138, May 2007. (Revised April 2009.)
  • 27 May 2009
  • First Look

First Look: May 27, 2009

  Working PapersThe Long-Run Risks Model and Aggregate Asset Prices: An Empirical Assessment Authors:Jason Beeler and John Y. Campbell Abstract The long-run risks model of asset prices explains stock price... View Details
Keywords: Martha Lagace
  • March 2022
  • Case

BTS & ARMY

By: Doug J. Chung and Kay R. Koo
The South Korean K-pop band, BTS, is shattering linguistic boundaries and reshaping the global music industry. BTS became the first band in Billboard history to simultaneously top the Billboard Artist 100, Billboard Hot 100, and Billboard 200; and the sixth act to have... View Details
Keywords: Entertainment; Music Entertainment; Marketing; Brands and Branding; Social and Collaborative Networks; Social Enterprise; Consumer Behavior; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Chung, Doug J., and Kay R. Koo. "BTS & ARMY." Harvard Business School Case 522-077, March 2022.
  • July 2020 (Revised November 2020)
  • Case

Pricing at Netflix

By: Elie Ofek, Marco Bertini, Oded Koenigsberg and Amy Klopfenstein
Since its launch in 1998 as “the Amazon.com of DVDs,” Netflix had evolved from a DVD rental company to a video streaming platform and producer of original films and television shows. As the company matured, it regularly increased prices and adjusted its product... View Details
Keywords: Pricing; Marketing; Marketing Strategy; Entertainment; Film Entertainment; Television Entertainment; Finance; Price; Strategy; Competition; Competitive Strategy; Business Strategy; Adaptation; Information Technology; Internet and the Web; Digital Platforms; Customers; Customer Satisfaction; Customer Value and Value Chain; Entertainment and Recreation Industry; North and Central America; United States
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Ofek, Elie, Marco Bertini, Oded Koenigsberg, and Amy Klopfenstein. "Pricing at Netflix." Harvard Business School Case 521-004, July 2020. (Revised November 2020.)
  • August 2015 (Revised June 2021)
  • Case

Amazon.com, 2021

By: John R. Wells, Benjamin Weinstock, Gabriel Ellsworth and Galen Danskin
In February 2021, Amazon announced 2020 operating profits of $22,899 million, up from $2,233 million in 2015, on sales of $386 billion, up from $107 billion five years earlier (see Exhibit 1). The shareholders expressed their satisfaction (see Exhibit 2), but not all... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Internet; 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; Digital Platforms; Competition; Internet and the Web; Corporate Strategy; Digital Marketing; 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; Information Infrastructure; Information Technology; Mobile and Wireless Technology; Price; Applications and 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., Benjamin Weinstock, Gabriel Ellsworth, and Galen Danskin. "Amazon.com, 2021." Harvard Business School Case 716-402, August 2015. (Revised June 2021.)
  • 2007
  • Working Paper

A Taste For Obscurity: An Individual-Level Examination of 'Long Tail' Consumption

By: Anita Elberse
Because online retailers are often able to provide products in a more cost-efficient manner than bricks-and-mortar stores, online channels are characterized by a vast assortment of products. Proponents of the "long tail" principle recently argued that the demand for... View Details
Keywords: Decision Choices and Conditions; Consumer Behavior; Distribution Channels; Product; Renting or Rental; Online Technology; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry
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Elberse, Anita. "A Taste For Obscurity: An Individual-Level Examination of 'Long Tail' Consumption." Harvard Business School Working Paper, No. 08-008, August 2007.

    Eva Ascarza

    Eva Ascarza is the Jakurski Family Associate Professor of Business Administration in the Marketing Unit.  She is the co-founder of the Customer Intelligence Lab at the D^3 institute at Harvard Business School. She teaches the Marketing core in the MBA required... View Details

    Keywords: entertainment; entertainment; entertainment; entertainment; entertainment

      Geoffrey G. Jones

      Geoffrey Jones is the Isidor Straus Professor of Business History, and Faculty Chair of the School's Business History Initiative. He holds degrees of BA, MA and PhD from Cambridge University, UK. He has an honorary Doctorate in Economics and Business Administration... View Details

      Keywords: entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment; entertainment
      • February 2023
      • Case

      Roblox: Virtual Commerce in the Metaverse

      By: Ayelet Israeli and Nicole Tempest Keller
      In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use “co-experience platform”, allowed users to come together in immersive 3D experiences to socialize, work,... View Details
      Keywords: Entertainment; Games, Gaming, and Gambling; Market Design; Marketing; Brands and Branding; Marketing Channels; Marketing Strategy; Business Strategy; Economics; Economy; Economic Systems; Advertising; Advertising Campaigns; Digital Platforms; Markets; Price; Innovation and Management; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; California; North America; South America; Asia; Europe
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      Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
      • March 2008 (Revised April 2008)
      • Case

      Sony PlayStation 3: Game Over?

      By: Elie Ofek
      Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
      Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
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      Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
      • 26 Jun 2023
      • Research & Ideas

      Want to Leave a Lasting Impression on Customers? Don't Forget the (Proverbial) Fireworks

      for example, by arranging speakers at a conference to increase in popularity over time, or scheduling entertainment acts on a cruise to become better and more anticipated night after night. “It doesn’t even... View Details
      Keywords: by Michael Blanding; Entertainment & Recreation
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