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  • All HBS Web  (1,979)
    • People  (19)
    • News  (573)
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  • 30 Apr 2001
  • Research & Ideas

Entering the Age of Alliances

a strong collaboration between the Time to Read national program and media and entertainment giant Time Warner, Inc. Time to Read helps local nonprofits such as Chicago's Off the Street Club recruit children, youths, and even adults from... View Details
Keywords: by James Austin
  • 24 Apr 2020
  • Op-Ed

Lessons from the NFL: Virtual Hiring, Leadership, Building Teams and COVID-19

Despite all this, the online draft will certainly not be the same. Apart from the lost entertainment value—NFL draft fashion has become a much-watched spectacle in recent years—there are concerns about potential technical challenges. The... View Details
Keywords: by Sarah Abbott , Boris Groysberg, Tali Groysberg, and Abhijit Naik; Sports
  • June 2018
  • Supplement

Valuing Snap After the IPO Quiet Period (B)

By: Marco Di Maggio and Benjamin C. Esty
Analyzes Snap’s value and analyst recommendations following the events described in the (A) case. View Details
Keywords: Sell-side Analysts; Underwriters; Investment Banking; Social Network; Discounted Cash Flow; Cost Of Capital; Conflicts Of Interest; Corporate Governance; Advertising; Quiet Period; Business Startups; Digital Marketing; Initial Public Offering; Information Infrastructure; Valuation; Venture Capital; Forecasting and Prediction; Social Media; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; California
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Di Maggio, Marco, and Benjamin C. Esty. "Valuing Snap After the IPO Quiet Period (B)." Harvard Business School Supplement 218-096, June 2018.
  • June 2018 (Revised April 2021)
  • Case

Valuing Snap After the IPO Quiet Period (A)

By: Marco Di Maggio, Benjamin C. Esty and Gregory Saldutte
Snap, the disappearing message app, went public at $17 per share on March 2, 2017, making its two 20-something founders the youngest self-made billionaires in the country. Over the next three weeks, 14 analysts made investment recommendations on Snap: two with buy... View Details
Keywords: Sell-side Analysts; Underwriters; Investment Banking; Social Network; Discounted Cash Flow; Cost Of Capital; Conflicts Of Interest; Corporate Governance; Advertising; Quiet Period; "DCF Valuation,"; Business Startups; Digital Marketing; Initial Public Offering; Information Infrastructure; Valuation; Venture Capital; Forecasting and Prediction; Social Media; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; United States; California
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Di Maggio, Marco, Benjamin C. Esty, and Gregory Saldutte. "Valuing Snap After the IPO Quiet Period (A)." Harvard Business School Case 218-095, June 2018. (Revised April 2021.)
  • September 2017
  • Supplement

Actera Group: Investing in Mars Cinema Group (B)

By: Victoria Ivashina and Eren Kuzucu
In summer of 2010, Murat Çavuşoğlu (HBS MBA 1994) led private equity firm Actera Group’s investment in Mars Cinema Group (Mars), the leading movie exhibitor in Turkey. Immediately after acquiring Mars and merging it with the second larger player in the market, AFM,... View Details
Keywords: Private Equity; Value Creation; Transformation; Valuation; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Turkey
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Ivashina, Victoria, and Eren Kuzucu. "Actera Group: Investing in Mars Cinema Group (B)." Harvard Business School Spreadsheet Supplement 218-706, September 2017.
  • March 2024 (Revised September 2024)
  • Case

Supercell 2.0: Clash of Plans

By: Jeffrey F. Rayport and George Gonzalez
Founded in 2010, Supercell was a Helsinki, Finland-based mobile gaming company that had developed and launched five global hit mobile games: Clash of Clans, Clash Royale, Hay Day, Brawl Stars, and Boom Beach. The company’s early philosophy was that it could produce... View Details
Keywords: Business Growth and Maturation; Restructuring; Games, Gaming, and Gambling; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Corporate Strategy; Video Game Industry; Finland
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Rayport, Jeffrey F., and George Gonzalez. "Supercell 2.0: Clash of Plans." Harvard Business School Case 824-180, March 2024. (Revised September 2024.)
  • 24 Apr 2018
  • First Look

First Look at New Research and Ideas, April 24, 2018

Erasing Racism Louis (Lou) Gossett Jr.’s exemplary life included a groundbreaking career in entertainment and a bold and audacious goal to erase racism. From the Broadway stage to television and the movie screen, Gossett earned major... View Details
Keywords: Sean Silverthorne
  • 12 Jan 2010
  • First Look

First Look: Jan. 12

produce farmers in the northeast U.S. The case highlights the challenges involved in making locally grown produce available to large consumer markets. Purchase this case: http://cb.hbsp.harvard.edu/cb/product/510023-PDF-ENG Warner Bros. View Details
Keywords: Martha Lagace
  • 14 Apr 2020
  • Cold Call Podcast

'Fortnite' Was a Blockbuster for Epic Games. What’s the Encore?

Keywords: Re: Andy Wu; Entertainment & Recreation; Entertainment & Recreation
  • 26 Jul 2016
  • Research & Ideas

Where will Pokémon Go with Your Personal Information?

Instead of taking big screens across the country by storm, this summer’s blockbuster has people glued to much smaller ones. Launched at the beginning of July by San Francisco-based software development company Niantic, Inc., Pokémon Go has quickly become one of the... View Details
Keywords: Re: Willy C. Shih; Entertainment & Recreation; Entertainment & Recreation
  • 30 Jan 2006
  • HBS Case

The Case of the Mystery Writer’s Brand

As a longtime authority on marketing communications, HBS professor John Deighton has analyzed the consumer-product relationship from every angle. But when he heard the best-selling author James Patterson address a meeting of the Direct Marketing Association, Deighton... View Details
Keywords: by Julia Hanna; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
  • 02 Feb 2004
  • Research & Ideas

Where Does Apple Go From Here?

Apple Computer knows how to make headlines. The company is celebrating the 20th anniversary of the Macintosh and is enjoying the fruits of its launch into the digital entertainment business. In its December quarter, Apple sold 730,000... View Details
Keywords: by Sean Silverthorne
  • November 2006
  • Background Note

Technical Game Theory Note #6: Multiple-Round Games and Reputations

By: Dennis A. Yao
Provides a game theory-based interpretation of reputations and reputation building. View Details
Keywords: Game Theory; Mathematical Methods; Games, Gaming, and Gambling; Reputation; Debates; Strategy; Performance Consistency; Performance Improvement; Strategic Planning; Education Industry
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Yao, Dennis A. "Technical Game Theory Note #6: Multiple-Round Games and Reputations." Harvard Business School Background Note 707-488, November 2006.
  • 14 Feb 2017
  • First Look

First Look at New Research: February 14

Under Garcia’s guidance, Johnson has made a successful transition from being a top wrestler with World Wrestling Entertainment to climbing the ranks in Hollywood, becoming one of its most bankable and highest-paid actors. The two stand... View Details
Keywords: Sean Silverthorne
  • 18 Feb 2002
  • Research & Ideas

Wrap-up: Software, Telecom, and Recovery

with ROI-based, smaller implementations. Ed Kania If most tech needs are being met through large application packages, why entertain the idea of having smaller software companies pitch? If you believe that the Web is the next new wave of... View Details
Keywords: by Wendy Guild & Martha Lagace; Financial Services; Technology; Communications; Telecommunications
  • February 2011 (Revised August 2012)
  • Teaching Note

Emotiv Systems Inc.: It's the Thoughts that Count (TN)

By: Elie Ofek and Natalie Kindred
Teaching Note for 510050. View Details
Keywords: Product Launch; Technological Innovation; Applications and Software; Decision Choices and Conditions; Games, Gaming, and Gambling; Marketing Channels; Price
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Ofek, Elie, and Natalie Kindred. "Emotiv Systems Inc.: It's the Thoughts that Count (TN)." Harvard Business School Teaching Note 511-072, February 2011. (Revised August 2012.)
  • October 2017
  • Case

NetDragon

By: William R. Kerr and Alexis Brownell
Keywords: NetDragon; China; E-learning; Fuzhou; Gaming; Education; Entrepreneurship; Internet; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry; China
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Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 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
  • September 2022 (Revised November 2023)
  • Case

Wordle

By: Karen G. Mills, Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck and Morgane Herculano
After sourdough bread, countertop chive gardens, and vaccine selfies came a pandemic-era trend that everyone seemed to be in on: one daily chance to guess a five-letter word and crow about your success on social media via little green and yellow squares. From a... View Details
Keywords: Games; Innovation; General Management; Mergers and Acquisitions; Trends; Entrepreneurship; Bids and Bidding; Consumer Behavior; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Mills, Karen G., Christina Wallace, Ebehi Iyoha, Gabriella Elanbeck, and Morgane Herculano. "Wordle." Harvard Business School Case 323-032, September 2022. (Revised November 2023.)
  • July 2011 (Revised November 2012)
  • Case

Ultimate Fighting Championship: License to Operate (A)

By: George Serafeim and Kyle Welch
The case describes the challenges that Ultimate Fighting Championship faced as a result of regulatory opposition and loss of the license to operate. The genesis of the business idea, the subsequent growth, and the fall of the UFC are described. The case concludes with... View Details
Keywords: Governance Compliance; Ethics; Judgments; Investment; Entertainment and Recreation Industry; Entertainment and Recreation Industry
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Serafeim, George, and Kyle Welch. "Ultimate Fighting Championship: License to Operate (A)." Harvard Business School Case 112-011, July 2011. (Revised November 2012.)
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