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Show Results For
- All HBS Web
(1,542)
- People (8)
- News (517)
- Research (907)
- Events (3)
- Multimedia (6)
- Faculty Publications (726)
- 03 Oct 2005
- Research & Ideas
The Box Office Power of Stars
Success of Entertainment Products." Sarah Jane Gilbert: Tell us about "star power" and how it contributes to a film's success. Anita Elberse: The concept "star power" captures the... View Details
- 15 Dec 2023
- News
The Musts of 2023
Harvard Business School professors to demystify vital business concepts in a way that's both entertaining and insightful. They break down academic theory without sacrificing depth. So if you want to learn... View Details
- September 2022 (Revised January 2023)
- Case
Bear to Bull: An Analyst’s Journey with Netflix
By: Aiyesha Dey, Joseph Pacelli, Jennifer G. Lawson and Tom Quinn
Wedbush Securities analyst Michael Pachter said “hell freezing over” was more likely than him upgrading the “sell” rating he had maintained on movie and television streaming giant Netflix since 2011, despite meteoric subscriber and share price growth. In 2022, however,... View Details
Keywords: Accounting; Asset Pricing; Cash Flow; Investment; Stocks; Equity; Analysis; Attitudes; Financial Services Industry; Financial Services Industry; United States
Dey, Aiyesha, Joseph Pacelli, Jennifer G. Lawson, and Tom Quinn. "Bear to Bull: An Analyst’s Journey with Netflix." Harvard Business School Case 123-001, September 2022. (Revised January 2023.)
- August 2014 (Revised June 2019)
- Case
MRC's House of Cards
By: Anita Elberse
In March 2011, Asif Satchu and Modi Wiczyk, co-chairmen and co-chief executive officers at independent production company Media Rights Capital (MRC), are debating whether to accept a licensing offer from Netflix for their most ambitious project to date, a new... View Details
Keywords: Television; House Of Cards; Asif Satchu; Modi Wiczyk; Netflix; Media Rights Capital; Information Technology; Change Management; Marketing; Television Entertainment; Media and Broadcasting Industry; Media and Broadcasting Industry
Elberse, Anita. "MRC's House of Cards." Harvard Business School Case 515-003, August 2014. (Revised June 2019.)
- 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
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
- 07 Apr 2015
- News
Warrior Spirit
of doing good. I feel far more alive today than I’ve ever been in my whole life.” Industrial and sleek, Evolve academies feature plenty of glass and brushed steel. It’s a... View Details
Keywords: Julia Hanna; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries; Performing Arts, Spectator Sports, and Related Industries
- 31 May 2023
- HBS Case
Why Business Leaders Need to Hear Larry Miller's Story
for business leaders to rethink their hiring practices and start giving the formerly incarcerated more opportunities to prove themselves, say Hise Gibson and coauthors of a Harvard Business School case study... View Details
- Web
2023 Reunion Presentations - Alumni
streaming and esports, and more industry consolidation? Drawing on dozens of recent case studies, Professor Elberse walked participants through the likely future of the View Details
- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
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
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- 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; Retail Industry; Retail Industry; Retail 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.
- 12 Mar 2006
- Research & Ideas
New Research Explores Multi-Sided Markets
they have a strong tendency to expand horizontally. Sony has expanded its PlayStation videogame platform into a digital home entertainment platform by adding DVD-playing and Internet-access capabilities;... View Details
- August 1992 (Revised June 1993)
- Case
Euro Disney: The First 100 Days
By: Gary W. Loveman and Leonard A. Schlesinger
The Walt Disney Co. theme parks historically have thrived on the basis of a formula stressing excellent customer service and a magnificent physical environment. The formula has proven successful in Japan, as well as the United States. With the controversial opening of... View Details
Keywords: Multinational Firms and Management; Service Operations; Service Delivery; Corporate Strategy; Customer Focus and Relationships; Service Industry; Service Industry; Japan; France; United States
Loveman, Gary W., and Leonard A. Schlesinger. "Euro Disney: The First 100 Days." Harvard Business School Case 693-013, August 1992. (Revised June 1993.)
- 14 May 2013
- First Look
First Look: May 14
entertainment industry really works-and how to navigate today's high-stakes business world at large. Publisher's link: http://www.blockbusters-thebook.com/ 2006 Journal of Economic Perspectives The... View Details
Keywords: Sean Silverthorne
- August 2014
- Case
Netflix: Designing the Netflix Prize (A)
By: Karim R. Lakhani, Wesley M. Cohen, Kynon Ingram, Tushar Kothalkar, Maxim Kuzemchenko, Santosh Malik, Cynthia Meyn, Greta Friar and Stephanie Healy Pokrywa
In 2006, Reed Hastings, CEO of Netflix, was looking for a way to solve Netflix's customer churn problem. Netflix used Cinematch, its proprietary movie recommendation software, to promote individually determined best-fit movies to customers. Hastings determined that a... View Details
Keywords: Crowdsourcing; Prizes; Digitization; Algorithms; Recommendation Software; Disruption; Transformation; Collaborative Innovation and Invention; Technological Innovation; Knowledge Sharing; Applications and Software; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States
Lakhani, Karim R., Wesley M. Cohen, Kynon Ingram, Tushar Kothalkar, Maxim Kuzemchenko, Santosh Malik, Cynthia Meyn, Greta Friar, and Stephanie Healy Pokrywa. "Netflix: Designing the Netflix Prize (A)." Harvard Business School Case 615-015, August 2014.
- 20 Dec 2017
- Lessons from the Classroom
How to Design a Better Customer Experience
ho-hum and quickly forgotten? Stefan Thomke, the William Barclay Harding Professor of Business Administration at Harvard Business School, explains that “the difference has less to do with catchy marketing View Details
- 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
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.
- 30 Jun 2014
- Lessons from the Classroom
The Role of Emotions in Effective Negotiations
A simple view of negotiation presents a cold transaction between what one person has and what the other person is willing to pay for it. If the price is right, the deal gets done. As anyone who has recently bought a car or sold a house... 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
Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
- 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
- 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
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.)