Filter Results:
(1,217)
Show Results For
- All HBS Web
(1,217)
- News (614)
- Research (591)
- Multimedia (5)
- Faculty Publications (467)
Show Results For
- All HBS Web
(1,217)
- News (614)
- Research (591)
- Multimedia (5)
- Faculty Publications (467)
- Web
Human Behavior & Decision-Making - Faculty & Research
Industry ; Entertainment and Recreation Industry ; United States Citation Educators Related Hill, Linda A., James I. Cash, and Lydia Begag. "Joe Mazzulla and the Boston Celtics (A)." Harvard Business School Case 425-059, April 2025.... View Details
- Web
Profiles - MBA
reconnecting with people even at a distance. So, the question remains - how do we recreate this human bond in the online world?" - Francois-Henri Pinault, Kering Tech areas of interest: Fashion Tech, AI/ML, 3D Virtual Worlds & the... View Details
- 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
- 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
Buell, Ryan W., and Andrew Otazo. "IDEO: Human-Centered Service Design." Harvard Business School Case 615-022, October 2014. (Revised January 2016.)
- Web
Leadership - Faculty & Research
Organizational Culture ; Organizational Structure ; Performance Efficiency ; Sports Industry ; Entertainment and Recreation Industry ; United States Citation Educators Related Hill, Linda A., James I. Cash, and Lydia Begag. "Joe Mazzulla... 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
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- 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
- 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
Elberse, Anita, Ryan Barlow, and Sheldon Wong. "Marquee: Reinventing the Business of Nightlife." Harvard Business School Case 514-028, September 2013. (Revised June 2019.)
- 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
- 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
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.)
- 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
- 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
Elberse, Anita. "The Walt Disney Studios." Harvard Business School Case 516-105, April 2016. (Revised June 2019.)
- July 2002 (Revised October 2002)
- Case
Cirque du Soleil
By: Thomas J. DeLong and Vineeta Vijayaraghavan
Retaining talent is an issue for any company whose success relies on the creativity and excellence of its employees. This is especially true for Cirque du Soleil, the spectacularly successful "circus without animals," whose 2,100 employees include 500 artists--mimes,... View Details
Keywords: Retention; Employee Relationship Management; Business Strategy; Talent and Talent Management; Organizational Culture; Entertainment and Recreation Industry
DeLong, Thomas J., and Vineeta Vijayaraghavan. "Cirque du Soleil." Harvard Business School Case 403-006, July 2002. (Revised October 2002.)
- 31 May 2023
- HBS Case
Why Business Leaders Need to Hear Larry Miller's Story
View Video Editor's note: Watch the video in "full screen" mode for the best viewing experience. If Larry Miller hadn’t concealed his criminal record, would he ever have been given the chance to turn his life around? Would his talent have taken him to Nike, where he... View Details
- 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
- 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
- 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
Israeli, Ayelet, and Nicole Tempest Keller. "Roblox: Virtual Commerce in the Metaverse." Harvard Business School Case 523-028, February 2023.
- 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
Chung, Doug J., and Kay R. Koo. "BTS & ARMY." Harvard Business School Case 522-077, March 2022.
- 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