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Show Results For
- All HBS Web
(1,908)
- People (19)
- News (573)
- Research (1,083)
- Events (4)
- Multimedia (26)
- Faculty Publications (862)
- Web
Student Clubs | MBA
Christian Fellowship Club Basketball Coffee and Tea Club Conservative Club Consulting for Impact Club Crimson Parents D Democrats, Liberals, Progressives Club E Education Club Energy & Environment Club Entertainment & Media Club... View Details
- Web
Welcome to HBS | MBA
entertain a new perspective, and to accept new data. We know it takes humility to listen rather than speak, to be able to change your mind, to change your course of action. We know it takes empathy and courage to stand up and make... View Details
- June 2009
- Teaching Note
Online Restaurant Promotions
By: Benjamin Edelman
Teaching Note for [909034]. View Details
- July 2024
- Case
Wizards of the Coast and Magic: The Rebounding
By: Boris Groysberg and Tom Quinn
This case traces the history and growth of the Magic: The Gathering trading card game. From its development in 1993 by tiny studio Wizards of the Coast, to Wizards’ acquisition by toy giant Hasbro in 1999, to its evolution into a billion-dollar brand in 2023,... View Details
Keywords: Business Growth and Maturation; Change Management; Transformation; Cost vs Benefits; Business Cycles; Games, Gaming, and Gambling; Global Strategy; Growth and Development; Selection and Staffing; Collaborative Innovation and Invention; Innovation Leadership; Intellectual Property; Job Design and Levels; Knowledge Use and Leverage; Leading Change; Growth and Development Strategy; Growth Management; Management Succession; Risk Management; Brands and Branding; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Competitive Advantage; Expansion; Mergers and Acquisitions; Product Development; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle; Japan
Groysberg, Boris, and Tom Quinn. "Wizards of the Coast and Magic: The Rebounding." Harvard Business School Case 424-047, July 2024.
- August 1991 (Revised February 1992)
- Case
Gain Sharing at Star Cablevision Group
By: Leonard A. Schlesinger and Sarah Ann Greene
Describes Star's experiment with gain sharing over a three-year period. Background on the industry and company's history are provided to establish the context for the shift to pay-for-performance. Describes the three different gain sharing programs, the resulting... View Details
Keywords: Motivation and Incentives; Service Delivery; Performance Productivity; Television Entertainment; Compensation and Benefits; Media and Broadcasting Industry
Schlesinger, Leonard A., and Sarah Ann Greene. "Gain Sharing at Star Cablevision Group." Harvard Business School Case 692-012, August 1991. (Revised February 1992.)
- 1988
- Chapter
The Expected Utility of Playing a Game
By: A. E. Roth
Roth, A. E. "The Expected Utility of Playing a Game." In The Shapley Value: Essays in Honor of Lloyd S. Shapley, edited by A. E. Roth, 51–70. Cambridge University Press, 1988.
- Article
Digital Chess
By: D. B. Yoffie
Yoffie, D. B. "Digital Chess." World Link 11, no. 1 (January–February 1998): 32–34.
- March 1975
- Article
Optimal Strategies in Repeated Games with Incomplete Information
By: Elon Kohlberg
Kohlberg, Elon. "Optimal Strategies in Repeated Games with Incomplete Information." International Journal of Game Theory 4, no. 1 (March 1975): 7 – 24.
- 21 Oct 2024
- Research & Ideas
What Happens in Vegas Could Shape the Metaverse
company’s investment in the online social entertainment world. The researchers started playing Fortnite during the pandemic “to break the monotony of constant Zoom meetings,” Wu says. But soon, they found themselves spending real money on... View Details
- 07 Jun 2010
- Research & Ideas
Improving Brand Recognition in TV Ads
searching for valuable information that is relevant to them. They also want to be entertained, and the 'hard sell' that turns them off can be at the level of simply presenting the brand's logo for more than a few seconds." Mystery ads try to View Details
- April 2016 (Revised February 2018)
- Teaching Note
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
- 01 Dec 2011
- News
Professors Recognized with New Chair Appointments
McKinsey & Company, where he was cohead of the media and entertainment practice. He is course head of The Entrepreneurial Manager in the Required Curriculum. The Stevenson Professorship was established by alumni and colleagues who sought... View Details
- May 2017 (Revised April 2020)
- Case
Raj Kapoor: The Socialist Showman
By: Geoffrey Jones and Snigdha Sur
This case examines the career of Raj Kapoor, the legendary Bollywood filmmaker of the postwar decades. It explores how Kapoor built RK studios after 1948 by releasing a series of movies that combined romance with social messages focused on the fate of the common man in... View Details
Keywords: Film Entertainment; History; Personal Development and Career; Social Issues; Gender; Problems and Challenges; Values and Beliefs; Motion Pictures and Video Industry; India; Soviet Union
Jones, Geoffrey, and Snigdha Sur. "Raj Kapoor: The Socialist Showman." Harvard Business School Case 317-100, May 2017. (Revised April 2020.)
- June 2013 (Revised November 2013)
- Case
Bluefin Labs: The Acquisition by Twitter
By: John Deighton and Leora Kornfeld
What is the value of Bluefin Labs's social listening data to Twitter? Acquired by Twitter in 2013, Bluefin had built a system that gathered millions of online comments in an effort to develop new metrics for TV programs and brand advertising. With data from Twitter... View Details
Keywords: Measurement and Metrics; Data and Data Sets; Internet; Software; Communication Technology; Advertising; Social and Collaborative Networks; Acquisition; Television Entertainment; Advertising Industry; Media and Broadcasting Industry; United States
Deighton, John, and Leora Kornfeld. "Bluefin Labs: The Acquisition by Twitter." Harvard Business School Case 513-091, June 2013. (Revised November 2013.) (request a courtesy copy.)
- December 2000 (Revised March 2001)
- Background Note
Strategic Use of Music in Marketing, The: A Selective Review
By: Gerald Zaltman and Nancy Puccinelli
Summarizes selected research on music and its impact on mood and shopping behavior, and its impact on the communication of ideas. View Details
Keywords: Communication Intention and Meaning; Music Entertainment; Marketing Strategy; Consumer Behavior; Behavior
Zaltman, Gerald, and Nancy Puccinelli. "Strategic Use of Music in Marketing, The: A Selective Review." Harvard Business School Background Note 501-056, December 2000. (Revised March 2001.)
- 24 Feb 2009
- First Look
First Look: February 24, 2009
restaurants. This case examines four such services: Entertainment Book, Restaurant.com, Rewards Network, and OpenTable. Despite key functional similarities, each of the services chooses an importantly different approach—different pricing,... View Details
Keywords: Martha Lagace
- April 1978
- Article
Equilibrium Behavior and Repeated Play of the Prisoners' Dilemma
By: A. E. Roth and J. K. Murnighan
Roth, A. E., and J. K. Murnighan. "Equilibrium Behavior and Repeated Play of the Prisoners' Dilemma." Journal of Mathematical Psychology 17 (April 1978): 189–198.
- July 2020 (Revised May 2021)
- Case
Oxygen Esports
By: John R. Wells and Benjamin Weinstock
On May 4, 2020, a press release from Boston, Massachusetts, announced the launch of Oxygen Esports (Oxygen), a new organization that hoped to dominate the rising esports scene in New England. Oxygen was created from a merger between Helix eSports (Helix), an owner and... View Details
Keywords: Esports; Sports; Online Technology; Games, Gaming, and Gambling; Entrepreneurship; Strategy
Wells, John R., and Benjamin Weinstock. "Oxygen Esports." Harvard Business School Case 721-351, July 2020. (Revised May 2021.)
- November 2017
- Teaching Note
Reinventing Best Buy
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-455.
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.... 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; Technology; Hardware; Information Technology; Internet; Mobile Technology; Online Technology; Search Technology; Software; Web; Web Sites; 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
- 30 Nov 2009
- Research & Ideas
Tracks of My Tears: Reconstructing Digital Music
favorite songs.” Harvard Business School professor Anita Elberse, who does much of her business research on the entertainment industry, looked at the clash between bundles and digital distribution, and the effect on media and View Details