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Show Results For
- All HBS Web
(246)
- People (5)
- News (65)
- Research (133)
- Events (1)
- Multimedia (1)
- Faculty Publications (97)
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- 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 extent to which an artist's... View Details
- 11 Mar 2019
- Research & Ideas
Branding Sells Cereal, Handbags, and Vacations. Can It Sell a Country?
Rings film trilogy elevated New Zealand as a fantasy destination, the country was struggling to set itself apart from Australia. In-depth interviews, focus groups, and surveys revealed that New Zealand could appeal to a specific stripe of... View Details
- Article
Hollywood on the Yellow Sea
By: Willy C. Shih and Henry McGee
Wang Jianlin, one of China's richest men, is creating a rival to the American dream factory, from scratch. View Details
Keywords: Competition; Film Entertainment; Entertainment and Recreation Industry; China; United States
Shih, Willy C., and Henry McGee. "Hollywood on the Yellow Sea." The Atlantic 316, no. 5 (December 2015): 44–51.
- 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; 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; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle
- 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; 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; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 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; Food and Beverage Industry; Distribution Industry; Banking 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.
- December 1994
- Case
Being There: Sony Corporation and Columbia Pictures
By: Debora L. Spar
In September 1989, Sony Corp. of Japan bid $3.4 billion for Columbia Pictures. It was the highest bid ever by a Japanese company for any U.S. property. The case examines the validity of Sony's objectives in making this purchase, and also the political uproar that the... View Details
Keywords: Foreign Direct Investment; Film Entertainment; Entertainment and Recreation Industry; Japan; United States
Spar, Debora L., and Julia Kou. "Being There: Sony Corporation and Columbia Pictures." Harvard Business School Case 795-025, December 1994.
- December 2014
- Article
When to Sell Your Idea: Theory and Evidence from the Movie Industry
By: Hong Luo
I study a model of investment and sale of ideas and test its empirical implications using a novel data set from the market for original movie ideas. Consistent with the theoretical results, I find that buyers are reluctant to meet unproven sellers for early-stage... View Details
Keywords: Market For Ideas; Information Asymmetry; Expropriation Risk; Intermediary; Intellectual Property Protection; Strategy; Intellectual Property; Film Entertainment; Sales; Entertainment and Recreation Industry
Luo, Hong. "When to Sell Your Idea: Theory and Evidence from the Movie Industry." Management Science 60, no. 12 (December 2014): 3067–3086.
- Nov 2008
- Conference Presentation
Metro-Goldwyn-Mayer (MGM), United Artists, and Tom Cruise: A Case Study.
By: Anita Elberse
- April 1984
- Case
General Cinema Corp. (B)
By: Hugo Uyterhoeven
Uyterhoeven, Hugo. "General Cinema Corp. (B)." Harvard Business School Case 384-241, April 1984.
- November 1993
- Case
Edgar J. Scherick Associates
Edgar Scherick, a leading television movie producer, must determine whether fact-based movies garner higher Nielsen ratings than fictional movies. Scherick has data for all 1992 TV movies broadcast on major networks. Ultimately, Scherick must decide whether it is... View Details
Wu, George. "Edgar J. Scherick Associates." Harvard Business School Case 894-001, November 1993.
- November 1995 (Revised March 2000)
- Case
Jurassic Park
By: John A. Quelch
Managers at MCA/Universal Merchandising are reviewing worldwide merchandising and licensing arrangements for the movie Jurassic Park. View Details
Keywords: Commercialization; Globalization; Film Entertainment; Brands and Branding; Entertainment and Recreation Industry
Quelch, John A. "Jurassic Park." Harvard Business School Case 596-014, November 1995. (Revised March 2000.)
- February 2004 (Revised September 2006)
- Case
Finding a Response: Pixar and a Coy Story
Pixar, Inc. is the subject of an article that suggests its share price is currently overvalued. The article is picked up in summary by several wire services. Pixar's management must determine the appropriate public response. Its choices range from ignoring the article,... View Details
Keywords: Media; Animation Entertainment; Decision Making; Film Entertainment; Communication Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Miller, Gregory S. "Finding a Response: Pixar and a Coy Story." Harvard Business School Case 104-069, February 2004. (Revised September 2006.)
- 13 Apr 2009
- Research & Ideas
Kind of Blue: Pushing Boundaries with Miles Davis
What." Since 2009 marks the 50th anniversary of the release of Kind of Blue, it's a good time to ask: How did he do it? One of the answers is "radical simplicity," according to HBS professor Robert D. Austin and Carl Størmer, founding principal of... View Details
- 06 Aug 2019
- Cold Call Podcast
Super Bowl Ads Sell Products, but Do They Sell Brands?
Apple's 1984 ad, which aired, not surprisingly, on the 1984 Super Bowl when they announced the launch of the Macintosh personal computer. That is still in the advertising Hall of Fame. It was directed by Ridley Scott, who is a well-known View Details
- March 2009 (Revised January 2010)
- Case
DreamWorks SKG Inc.: To Distribute or Not to Distribute?
By: Juan Alcacer, David J. Collis and Mary Furey
Alcacer, Juan, David J. Collis, and Mary Furey. "DreamWorks SKG Inc.: To Distribute or Not to Distribute?" Harvard Business School Case 709-488, March 2009. (Revised January 2010.)
- 14 Oct 2013
- Research & Ideas
Blockbuster! Why Star Power Works
surest way to lasting success in show business. “The battle for star talent is one of the most fascinating aspects of today's entertainment business” In my book, I show that the biggest investments have the highest average returns. Take... View Details
- Article
Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures
By: Anita Elberse and Jehoshua Eliashberg
Keywords: Supply and Industry; Product; Markets; Film Entertainment; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Elberse, Anita, and Jehoshua Eliashberg. "Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures." Marketing Science 22, no. 3 (Summer 2003): 329–354.
- January 2006
- Case
Negotiating for the Motion Picture Association of America and the Motion Picture Association: Jack Valenti (A)
By: James K. Sebenius, Ellen Knebel and Erin Egan
Summarizes the background and career highlights of Jack Valenti, longtime head of the Motion Picture Association of America and the Motion Picture Association. Sets up three difficult negotiation challenges facing Valenti over a rating system for movies, the financial... View Details
Keywords: Decision Making; Film Entertainment; Television Entertainment; Negotiation; Problems and Challenges; United States
Sebenius, James K., Ellen Knebel, and Erin Egan. "Negotiating for the Motion Picture Association of America and the Motion Picture Association: Jack Valenti (A)." Harvard Business School Case 906-025, January 2006.
- September 2018
- Supplement
AMC Entertainment: Creating a Spectacular Moviegoing Experience (B)
By: Henry McGee and Aldo Sesia
The (B) case describes how AMC reacted to the threat from the subscription service MoviePass and provides AMC’s second quarter fiscal year 2018 results. View Details
McGee, Henry, and Aldo Sesia. "AMC Entertainment: Creating a Spectacular Moviegoing Experience (B)." Harvard Business School Supplement 319-041, September 2018.