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Publications

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  • All HBS Web  (203)
    • News  (36)
    • Research  (144)
    • Multimedia  (5)
  • Faculty Publications  (77)

Show Results For

  • All HBS Web  (203)
    • News  (36)
    • Research  (144)
    • Multimedia  (5)
  • Faculty Publications  (77)
← Page 4 of 203 Results →
  • 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; Video Game Industry; Video Game Industry; Video Game 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 2020
  • Case

Sizmek Chapter 11: Surviving Walled Gardens in Their Ad Tech Empire

By: Ayelet Israeli, Danilo Tauro and Sarah Gulick
This case provides a post-mortem of the advertising technology (adtech) company Sizmek. Sizmek grew via multiple acquisitions, with the vision of becoming an integrated adtech company that could leverage AI to buy digital media, while creating and serving display and... View Details
Keywords: Digital Marketing; Insolvency and Bankruptcy; Mergers and Acquisitions; Applications and Software; Internet and the Web; Competition; Marketing; Advertising Industry; Advertising Industry; United States; Europe
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Israeli, Ayelet, Danilo Tauro, and Sarah Gulick. "Sizmek Chapter 11: Surviving Walled Gardens in Their Ad Tech Empire." Harvard Business School Case 520-087, March 2020.
  • September 2022 (Revised January 2025)
  • Case

The Pokémon Company: Evolving into an Everlasting Brand

By: Tomomichi Amano and Masaki Nomura
Super Bowl 50, the fiftieth annual championship game of the American National Football League played in February 2016, featured 52 commercials, and brands spent more than six million dollars each for a 30-second commercial slot. Surprisingly, the commercial that... View Details
Keywords: Advertising; Brands and Branding; Marketing Strategy; Consumer Behavior; Growth and Development Strategy; Video Game Industry; Japan
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Amano, Tomomichi, and Masaki Nomura. "The Pokémon Company: Evolving into an Everlasting Brand." Harvard Business School Case 523-022, September 2022. (Revised January 2025.)
  • 09 Feb 2012
  • Sharpening Your Skills

Sharpening Your Skills: Online Marketing

concerned with not just reviews but all the factors that create trust with their users. Do People Watch Online Video Ads? Creating Online Ads We Want to Watch The mere fact that an online video View Details
Keywords: Re: Multiple Faculty; Technology
  • November 2000 (Revised October 2005)
  • Case

TiVo

TiVo is a digital video recorder that allows viewers to watch what they want, when they want to watch it. Fourteen months into the launch, sales are very disappointing. Brodie Keast, VP of marketing and sales, wants to combine a catchy communications campaign, product... View Details
Keywords: Marketing Communications; Product Launch; Television Entertainment; Innovation and Invention; Electronics Industry
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Wathieu, Luc R., and Michael Zoglio. "TiVo." Harvard Business School Case 501-038, November 2000. (Revised October 2005.)
  • 11 Jun 2013
  • First Look

First Look: June 11

non-traditional approaches to create and distribute advertising using extremely low-cost approaches online. A framework for Lean Advertising is proposed that identifies the four ways in which companies can... View Details
Keywords: Carmen Nobel
  • September 2021
  • Case

Francoise Brougher (A)

By: Edward H. Chang, Nour Kteily and Kathleen McGinn
Francoise Brougher was a high-powered technology executive in Silicon Valley. After successful stints at Google (where she rose to lead a $16 billion ad sales business) and Square (which she helped take public), she joined Pinterest as its first Chief Operating Officer... View Details
Keywords: Gender Discrimination; Personal Development and Career; Gender; Prejudice and Bias; Resignation and Termination; Negotiation
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Chang, Edward H., Nour Kteily, and Kathleen McGinn. "Francoise Brougher (A)." Harvard Business School Case 922-016, September 2021.
  • 18 Feb 2009
  • First Look

First Look: February 18, 2009

  Working PapersDeterring Online Advertising Fraud Through Optimal Payment in Arrears (revised) Author:Benjamin Edelman Abstract Online advertisers face substantial difficulty in selecting and supervising... View Details
Keywords: Martha Lagace
  • Research Summary

Research Focus

By: Anita Elberse
My research focuses on "creative industries," defined as industries that supply goods that we commonly associate with artistic, cultural, or entertainment value -- including book and magazine publishing, film, music, television, video games, the performing... View Details
  • May 2010
  • Supplement

Tim Westergren of Pandora Radio

By: Willy C. Shih and Halle Alicia Tecco
Pandora Radio is at a crossroads. Founder Tim Westergren has just been told by a well known VC to get rid of his unprofitable customers in order to get his costs down, but Westergren is not sure that such actions are consistent with his company's business model.... View Details
Keywords: History; Business Model; Customers; Venture Capital; Internet and the Web; Cost Management; Outcome or Result; Customization and Personalization; Growth and Development Strategy; Music Industry
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Shih, Willy C., and Halle Alicia Tecco. "Tim Westergren of Pandora Radio." Harvard Business School Video Supplement 610-714, May 2010.
  • 28 Feb 2017
  • First Look

First Look at New Research, February 28

case:https://cb.hbsp.harvard.edu/cbmp/product/116058-PDF-ENG Harvard Business School Case 817-048 Augmedix In April 2015, Ian Shakil and Pelu Tran, cofounders of Augmedix, are discussing how to grow their emerging health care startup. The company’s sole product, also... View Details
Keywords: Sean Silverthorne
  • 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; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Asia; China; Canton (province, China)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
  • 20 May 2014
  • First Look

First Look: May 20

channels. But it still struggled when it came to capturing advertising dollars to its online video platform. The social video website wants to be a "brand-safe"... View Details
Keywords: Sean Silverthorne

    Anita Elberse

    Anita Elberse is the Lincoln Filene Professor of Business Administration at Harvard Business School.

    Professor Elberse develops and teaches an MBA course covering the "Businesses of Entertainment, Media, and Sports," which ranks among the most sought-after... View Details

    Keywords: advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising; advertising
    • March 2016 (Revised May 2016)
    • Case

    UFO Moviez—Gentle Disruption

    By: Hong Luo, Felix Oberholzer-Gee and Saloni Chaturvedi
    UFO Moviez is an Indian technology services provider that enables low-cost, digital delivery of films to cinemas. UFO’s satellite-based technology enables a significantly wider release of films compared to traditional analog prints and standard, higher-resolution... View Details
    Keywords: Film Entertainment; Information Technology; Distribution; Disruption; Growth and Development Strategy; Motion Pictures and Video Industry; Motion Pictures and Video Industry; India
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    Luo, Hong, Felix Oberholzer-Gee, and Saloni Chaturvedi. "UFO Moviez—Gentle Disruption." Harvard Business School Case 716-447, March 2016. (Revised May 2016.)
    • August 2022 (Revised March 2023)
    • Case

    Pricing at Netflix: The Sequel

    By: Elie Ofek and Amy Klopfenstein
    This case continues the themes discussed in "Pricing at Netflix" (Case 521-004). Following the conclusion of the original case, Netflix developed new, high-profile original content, added millions of subscribers, and introduced another price increase in January 2022.... View Details
    Keywords: Marketing; Advertising; Marketing Strategy; Entertainment; Film Entertainment; Television Entertainment; Finance; Strategy; Competition; Competitive Strategy; Business Strategy; Adaptation; Internet and the Web; Customers; Customer Satisfaction; Advertising Industry; Advertising Industry; North and Central America; United States
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    Ofek, Elie, and Amy Klopfenstein. "Pricing at Netflix: The Sequel." Harvard Business School Case 523-015, August 2022. (Revised March 2023.)
    • March 2019 (Revised July 2020)
    • Case

    MoviePass: The 'Get Big Fast' Strategy

    By: Benjamin C. Esty and Daniel W. Fisher
    In August 2017, MoviePass dramatically lowered its subscription price from $50 per month to just $10 for up to one movie per day. The idea was to rapidly scale the business to the point where they could generate incremental revenue streams from related businesses... View Details
    Keywords: Market Entry; Growth Strategy; Profit Vs. Growth; Subscription Business; Cash Burn; Data Analytics; Get-big-fast; Buyer Power; Strategy Implementation; Movie Industry; Racing; Entrepreneurship; Market Entry and Exit; Growth and Development Strategy; Business Strategy; Value Creation; Disruption; Motion Pictures and Video Industry; United States
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    Esty, Benjamin C., and Daniel W. Fisher. "MoviePass: The 'Get Big Fast' Strategy." Harvard Business School Case 719-455, March 2019. (Revised July 2020.)
    • TeachingInterests

    The Business of Entertainment, Media, and Sports (MBA)

    By: Anita Elberse
    This second-year MBA course is primarily designed for students pursuing a career in the entertainment, media and sports sectors -- including film, television, music, publishing, video games, the performing arts, sports, fashion, and advertising -- or who plan to work... View Details
    • November 2017
    • Teaching Note

    Amazon.com, 2016

    By: John R. Wells and Gabriel Ellsworth
    Teaching Note for HBS No. 716-402. On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and... View Details
    Keywords: Strategic Analysis; Retail; E-commerce; Amazon; 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; Market Platforms; Two-Sided Platforms; Competition; Internet; Corporate Strategy; Online Advertising; 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; Hardware; Information Technology; Mobile Technology; Online Technology; Technology Networks; Technology Platform; Web; Web Sites; Price; Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; United States; Washington (state, US); Seattle
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    Wells, John R., and Gabriel Ellsworth. "Amazon.com, 2016." Harvard Business School Teaching Note 718-441, November 2017.
    • 05 Jul 2006
    • Working Paper Summaries

    The Motion Picture Industry: Critical Issues in Practice, Current Research & New Research Directions

    Keywords: by Jehoshua Eliashberg, Anita Elberse & Mark A. A. M. Leenders; Motion Pictures & Video; Motion Pictures & Video; Motion Pictures & Video
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