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- All HBS Web
(2,108)
- People (19)
- News (564)
- Research (1,052)
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- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- 17 Apr 2007
- First Look
First Look: April 17, 2007
turned their attention from local to more distant sources of news and entertainment. While the integration of media markets will raise the private welfare of many consumers, critics of a globalized information and entertainment industry... View Details
Keywords: Martha Lagace
- Article
Spontaneous Deregulation: How to Compete with Platforms That Ignore the Rules
By: Benjamin Edelman and Damien Geradin
Many successful platform businesses—think Airbnb, Uber, and YouTube—ignore laws and regulations that appear to preclude their approach. The rule-flouting phenomenon is something we call "spontaneous private deregulation," and it is not new. Benign or otherwise,... View Details
Keywords: Regulation; Deregulation; Innovation And Strategy; Innovation Strategy; Laws and Statutes; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Edelman, Benjamin, and Damien Geradin. "Spontaneous Deregulation: How to Compete with Platforms That Ignore the Rules." Harvard Business Review 94, no. 4 (April 2016): 80–87.
- 14 Apr 2015
- First Look
First Look: April 14
cost of the other (e.g., watching ads). Digital disruptors are changing the way consumers entertain themselves, shop, communicate with others, and even own products. This can have a huge negative impact on traditional businesses, who will... View Details
Keywords: Sean Silverthorne
- July 2022
- Teaching Note
Netflix: A Creative Approach to Culture and Agility
By: Ranjay Gulati, Matt Higgins and Allison Ciechanover
Teaching Note for HBS Case Nos. 420-055 and 423-026. View Details
Keywords: Netflix; Corporate Culture; Streaming; Media; Technology; Corporate Entrepreneurship; Innovation Leadership; Innovation Strategy; Leadership Style; Organizational Culture; Organizational Change and Adaptation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; California
- July 2022
- Supplement
Netflix: A Creative Approach to Culture and Agility (B)
By: Ranjay Gulati and Matt Higgins
This (B) case, set in summer 2022, was designed as a companion to "Netflix: A Creative Approach to Culture and Agility," a case set in 2018. The purpose of this brief document is to unlock a discussion around how the Netflix culture can be used to weather new... View Details
Keywords: Netflix; Corporate Culture; Streaming; Media; Technology; Corporate Entrepreneurship; Innovation Leadership; Innovation Strategy; Leadership Style; Organizational Culture; Organizational Change and Adaptation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; California
Gulati, Ranjay, and Matt Higgins. "Netflix: A Creative Approach to Culture and Agility (B)." Harvard Business School Supplement 423-026, July 2022.
- January 2020 (Revised July 2020)
- Supplement
MoviePass: The 'Get Big Fast' Strategy
By: Benjamin C. Esty and Daniel 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 form 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; Business Strategy; Value Creation; Consolidation; Cash Flow; Growth Management; Business Startups; Entrepreneurship; Disruptive Innovation; Mobile Technology; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States
- November 2017 (Revised July 2019)
- Case
Project Moab at Hulu
By: C. Fritz Foley and James Weber
In 2015, Elaine Paul, CFO of Hulu, and the rest of the senior leadership team, must decide if they should offer a new, advertisement-free subscription service. At the time Hulu distributed a wide variety of content including in season current programing and earned... View Details
Keywords: Video On Demand; Subscriber Models; Media; Business Model; Decision Choices and Conditions; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States
Foley, C. Fritz, and James Weber. "Project Moab at Hulu." Harvard Business School Case 218-050, November 2017. (Revised July 2019.)
- June 2016 (Revised May 2017)
- Case
Searching for a New CEO: TiVo 2016
By: David B. Yoffie
In 2015, TiVo initiated a search for a new CEO. This case provides a profile of the CEO search and background on the company. View Details
Keywords: Technological Change; Succession Planning; Information Technology; Strategy; Strategic Planning; Management Succession; Forecasting and Prediction; Change; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Yoffie, David B. "Searching for a New CEO: TiVo 2016." Harvard Business School Case 716-470, June 2016. (Revised May 2017.)
- 10 Apr 2007
- First Look
First Look: April 10, 2007
had previously successfully developed the landmark Xintiandi retail and entertainment district in Shanghai. Lo must decide if the opportunity is the right fit in terms of place, timing, government support, and market demand. Purchase this... View Details
Keywords: Martha Lagace
- 17 Oct 2017
- First Look
First Look at New Research and Ideas, October 17, 2017
School Case 817-117 King Digital Entertainment Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile... View Details
Keywords: Sean Silverthorne
- 18 Feb 2009
- First Look
First Look: February 18, 2009
of gaming console industry leadership, how should Sony respond to the overwhelming success of competitor Nintendo's user-friendly Wii over Sony's high-tech PlayStation 3? It was August 2008 and Kazuo Hirai, chief executive of Sony Computer View Details
Keywords: Martha Lagace
- 26 Feb 2019
- First Look
New Research and Ideas, February 26, 2019
broadcast and marketing strategy, with special focus on the very lucrative but highly competitive U.S. market. Its CEO Christian Seifert believed that a strong international position was vital to continued success in the global sports and View Details
Keywords: Dina Gerdeman
- 22 Feb 2011
- Research & Ideas
The Most Important Management Trends of the (Still Young) Twenty-First Century
entertainment more often than phone conversations. News on innovations and revolutions in far-flung regions is available instantaneously. These changes, and hundreds more resulting from an explosion of info tech, have changed the nature... View Details
Keywords: by Sean Silverthorne
- March 2019 (Revised March 2020)
- Case
Choosing the Right Esports Business Model
By: David Collis and Alexander MacKay
Two esports entrepreneurs must choose on which business model to focus their time and money. After successfully launching an online esports coaching platform, a number of new opportunities emerge in the rapidly growing esports space that now has close to one billion... View Details
Keywords: Entrepreneurial Ecosystems; Business Development; Esports; Business Ventures; Entrepreneurship; Business Model; Management; Strategy; Sports; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; North and Central America; Europe; Asia
Collis, David, and Alexander MacKay. "Choosing the Right Esports Business Model." Harvard Business School Case 719-459, March 2019. (Revised March 2020.)
- 02 Jul 2013
- First Look
First Look: July 2
our time period. Publisher's link: http://www.people.hbs.edu/tnicholas/Anna_tom.pdf 2006 pub How Caesars Entertainment Is Betting on Sustainability: Response By: Toffel, Michael W Abstract—One of the largest gaming companies in the world... View Details
Keywords: Anna Secino
- 23 Jun 2003
- Research & Ideas
Historically Speaking: A Roundtable at HBS
turn radio, an innovation originally intended to transmit messages, into a platform for entertainment and advertising. While NBC was building lots of radio stations, a slew of individuals, mostly amateur radio aficionados, were also... View Details
Keywords: by Jim Aisner
- 07 Jul 2009
- First Look
First Look: July 7
so-called "enrollment crisis" in IS education, especially with the generation of "digital natives" who have come of age in an environment crowded with engaging approaches to communication and entertainment that compete... View Details
Keywords: Martha Lagace
- 27 Feb 2007
- First Look
First Look: February 27, 2007
Midway" within Microsoft, the console project was intended to counter the perceived threat to the Windows franchise posed by Sony expanding the original PlayStation into a broad entertainment platform with the PlayStation 2. Seamus... View Details
Keywords: Martha Lagace
- 23 Mar 2015
- Research & Ideas
It’s Called ‘Price Coherence,’ and It’s Surprisingly Bad for Consumers
Consumers often have the following choice: Either buy something directly from a retailer, or buy it indirectly through an intermediary, which partners with the retailer to attract more buyers. Think purchasing a plane ticket straight from the airline versus on... View Details