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Publications

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  • All HBS Web  (1,231)
    • News  (627)
    • Research  (597)
    • Multimedia  (5)
  • Faculty Publications  (473)

Show Results For

  • All HBS Web  (1,231)
    • News  (627)
    • Research  (597)
    • Multimedia  (5)
  • Faculty Publications  (473)
← Page 4 of 1,231 Results →
  • August 2014
  • Case

Netflix in 2011

By: Willy Shih and Stephen Kaufman
Reed Hastings founded Netflix to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encountered challenges it underwent several major strategy shifts, ultimately developing a business model... View Details
Keywords: Netflix; DVD; DVD-by-mail; Streaming; Online Entertainment; Online Video; Disruptive Innovation; Innovation and Management; Innovation Strategy; Business Model; Disruption; Operations; Service Operations; Entertainment; Film Entertainment; Television Entertainment; Media; Strategy; Business or Company Management; Competitive Strategy; Competitive Advantage; Corporate Strategy; Expansion; Technology; Technology Adoption; Technology Platform; Web; Entertainment and Recreation Industry; United States
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Shih, Willy, and Stephen Kaufman. "Netflix in 2011." Harvard Business School Case 615-007, August 2014.
  • 20 Aug 2020
  • Book

From the Plow to the Pill: How Technology Shapes Our Lives

For centuries, the creation of innovative technology—from steam engines and automobiles to computers and smartphones—has dramatically changed the nature of our work. Less deeply understood has been the impact of technology on the inner currents of our personal lives,... View Details
Keywords: by Dina Gerdeman
  • October 2014 (Revised January 2016)
  • Case

IDEO: Human-Centered Service Design

By: Ryan W. Buell and Andrew Otazo
The case describes IDEO, one of the world's leading design firms, and its human-centered innovation culture and processes. It is an example of what managers can do to make their own organizations more innovative. In reaction to a rapidly changing competitive landscape,... View Details
Keywords: Design Thinking; Innovation; Service Management; Service; Design; Service Delivery; Innovation and Management; Entertainment and Recreation Industry; Peru
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Buell, Ryan W., and Andrew Otazo. "IDEO: Human-Centered Service Design." Harvard Business School Case 615-022, October 2014. (Revised January 2016.)
  • 15 Dec 2023
  • News

The Musts of 2023

Subscribe on iTunes Subscribe on Spotify More Skydeck episodes Hi, this is Dan Morrell, host of Skydeck. At fall reunions, we set up shop on campus and asked alumni about what media moved them this year. What changed their minds or their hearts. And their answers ran... View Details
  • Web

Leadership - Faculty & Research

Leading Change ; Valuation ; Investment Activism ; Climate Change ; Management Succession ; Financial Management ; Risk Management ; Business and Shareholder Relations ; Sports Industry ; Entertainment and Recreation Industry ; Travel... View Details
  • 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.)
  • 30 Mar 2023
  • Blog Post

Amager Bakke: A Look into the Future of Waste Incineration

first elements installed at the incinerator. A feature we found to be incredible was how the waste incinerator is integrated into the urban landscape and the lives of its neighbors. Amager Bakke offers an exciting selection of View Details
  • September 2013 (Revised June 2019)
  • Case

Marquee: Reinventing the Business of Nightlife

By: Anita Elberse, Ryan Barlow and Sheldon Wong
In January 2013, nightlife impresarios Jason Strauss and Noah Tepperberg are celebrating the re-opening of their famed New York City–based nightclub Marquee. While most clubs are over within their first one and a half years, Strauss and Tepperberg managed to keep... View Details
Keywords: Creative Industries; Nightlife; Service Management; Entertainment; Fashion; Celebrities; Event Marketing; Risk Management; Customer Relationship Management; Change Management; Supply Chain Management; Music Entertainment; Product Marketing; Entertainment and Recreation Industry; Las Vegas
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Elberse, Anita, Ryan Barlow, and Sheldon Wong. "Marquee: Reinventing the Business of Nightlife." Harvard Business School Case 514-028, September 2013. (Revised June 2019.)
  • 01 Dec 2023
  • News

Action Plan: Life Study

Above: photo by Beth Perkins “There’s an artistic spark in everybody,” says Ted Hartley (MMP 4, 1956). “If you can get rid of that left-brain inner critic, you can explore what will open up in the right-brain side in all of us.” Hartley came to painting a little over a... View Details
Keywords: Julia Hanna
  • 24 Apr 2023
  • HBS Case

What Does It Take to Build as Much Buzz as Booze? Inside the Epic Challenge of Cannabis-Infused Drinks

Legalization turned cannabis into a multibillion-dollar industry seemingly overnight, but this hot new market has had more—and more unusual—growing pains than most. Many experts predict significant market expansion ahead as more states legalize medical and View Details
Keywords: by Jay Fitzgerald; Consumer Products; Food & Beverage
  • 16 Jul 2007
  • Research & Ideas

Understanding the ‘Want’ vs. ’Should’ Decision

Like having both an angel and a devil whispering advice in our ears, consumers often wrestle with the "want" versus "should" decision. Yes, I want to purchase that chocolate bar, but I should snack on granola instead. Yes, I want the gleaming red... View Details
Keywords: by Sarah Jane Gilbert; Entertainment & Recreation; Entertainment & Recreation
  • July 2012
  • Case

LEGO

By: Jan W. Rivkin, Stefan Thomke and Daniela Beyersdorfer
LEGO has emerged as one of the most successful companies in the toy industry. The case describes LEGO's gradual rise, rapid decline, and recent revitalization as it is keeping up with a changing market place. Central to LEGO's management model is the ability to find... View Details
Keywords: Innovation Management; Innovation; Operations Management; Organizational Change And Transformation; Operations; Competitive Strategy; Innovation and Management; Innovation Strategy; Organizational Change and Adaptation; Entertainment and Recreation Industry
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Rivkin, Jan W., Stefan Thomke, and Daniela Beyersdorfer. "LEGO." Harvard Business School Case 613-004, July 2012.
  • 01 Dec 2019
  • News

Remix

So many boxes. Drew Dixon (MBA 2004) moved into this Brooklyn Heights apartment just a few days ago, as evidenced by the ratio of boxes emptied to those still filled. The living room, though, is an island of unpacked order, bobbing above a cardboard sea. It’s late... View Details
Keywords: Jen McFarland Flint; photographed by Chris Sorensen; #MeToo; DefJam; Arts, Entertainment
  • 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; Entertainment and Recreation Industry; Entertainment and Recreation 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 2016 (Revised June 2019)
  • Case

The Walt Disney Studios

By: Anita Elberse
In December 2015, Alan Horn, chairman of The Walt Disney Studios, celebrates the world premiere of Star Wars: The Force Awakens—only the latest in a string of big bets that he has overseen. Disney pursues a “tentpole strategy” that revolves around at least eight... View Details
Keywords: Entertainment; Movie Industry; Film; Creative Industries; Product Portfolio Management; Innovation; Branding; Talent; Blockbuster; Superstar; Film Entertainment; Media; Strategy; Talent and Talent Management; Creativity; Product Launch; Brands and Branding; Product Development; Marketing; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Elberse, Anita. "The Walt Disney Studios." Harvard Business School Case 516-105, April 2016. (Revised June 2019.)
  • 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.
  • February 2016 (Revised March 2019)
  • Case

Bankruptcy at Caesars Entertainment

By: Kristin Mugford and David Chan
Caesars Entertainment was a large casino operator in the United States that had been purchased in a 2008 leveraged buyout by Apollo and TPG. In January 2015, Caesars Entertainment Operating Company (CEOC), its largest subsidiary, filed for Chapter 11. This set up a... View Details
Keywords: Gaming; Chapter 11; Fraudulent Conveyance; Apollo; TPG; Bankruptcy; Leveraged Buyouts; Restructuring; Capital Structure; Insolvency and Bankruptcy; Private Equity; Financial Management; Lawsuits and Litigation; Negotiation; Games, Gaming, and Gambling; Entertainment and Recreation Industry; Las Vegas
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Mugford, Kristin, and David Chan. "Bankruptcy at Caesars Entertainment." Harvard Business School Case 216-052, February 2016. (Revised March 2019.)
  • March 2016 (Revised May 2018)
  • Case

Reinventing Best Buy

By: John R. Wells and Gabriel Ellsworth
On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales. These results were in marked contrast... View Details
Keywords: Best Buy; Hubert Joly; Renew Blue; Showrooming; Webrooming; E-commerce; E-Commerce Strategy; Online Retail; Multichannel Retailing; Omnichannel; Marketplaces; Turnaround; Consumer Electronics; Consumer Electronics Accessories; Appliances; Stores-within-stores; Store Experience; Store Size; Store Pickup; Store Management; Delivery; Delivery Models; Amazon; Amazon.com; Pricing Strategy; Business Subsidiaries; Business Units; Business Growth and Maturation; Business Model; For-Profit Firms; Customer Focus and Relationships; Customer Satisfaction; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Theater Entertainment; Price; Profit; Revenue; Geographic Scope; Multinational Firms and Management; Business History; Cost; Selection and Staffing; Reports; Technological Innovation; Job Cuts and Outsourcing; Human Capital; Leading Change; Business or Company Management; Goals and Objectives; Growth and Development; Growth and Development Strategy; Management Teams; Brands and Branding; Product Marketing; Consumer Behavior; Demand and Consumers; Media; Distribution; Order Taking and Fulfillment; Distribution Channels; Infrastructure; Product; Service Delivery; Service Operations; Organizational Change and Adaptation; Public Ownership; Problems and Challenges; Programs; Groups and Teams; Sales; Salesforce Management; Strategy; Adaptation; Business Strategy; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Expansion; Information Technology; Information Infrastructure; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Internet and the Web; Mobile and Wireless Technology; Resource Allocation; 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; Minnesota; Minneapolis; Saint Paul; St. Paul
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Wells, John R., and Gabriel Ellsworth. "Reinventing Best Buy." Harvard Business School Case 716-455, March 2016. (Revised May 2018.)
  • 17 Aug 2021
  • Op-Ed

Dispensing Justice: The Case for Legalizing Cannabis Nationally

legalizing cannabis has been growing steadily over the years. According to the Pew Research Center, as of April 2021, 91 percent of adults in the United States supported legalization; 60 percent supported legalization for both medical and View Details
Keywords: by Ashish Nanda and Tabatha Robinson
  • 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
Keywords: Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries; Amusement, Gambling, and Recreation Industries
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