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- All HBS Web
(201)
- News (29)
- Research (147)
- Events (2)
- Multimedia (2)
- Faculty Publications (128)
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- August 2021
- Case
Wymsee
By: Julia Austin, Sarah Mehta and Tom Quinn
Wymsee was a company that aimed to develop a mobile application (app) that would allow television audience members to identify and purchase clothing or accessories worn by characters in the program they were watching, with the Wymsee founders taking a percentage of... View Details
Keywords: Business Model; Business Plan; Business Startups; Film Entertainment; Television Entertainment; Technological Innovation; Knowledge Acquisition; Product Positioning; Opportunities; Adaptation; Mobile Technology; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States; New York (city, NY)
- June 2019 (Revised September 2024)
- Case
Parrot: Navigating the Nascent Drone Industry
By: Rory M. McDonald, Emilie Billaud and Vincent Dessain
In 2018, Henri Seydoux, CEO and Founder of Parrot, believed that his company was at an inflection point in its history. Parrot had been a European leader in consumer electronics since the 1990s, first developing Bluetooth kits for cars before moving on to electronic... View Details
Keywords: Forecasting and Prediction; Disruption; Entrepreneurship; Corporate Strategy; Technological Innovation; Leading Change; Competitive Advantage; Information Technology; Competitive Strategy; 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; Europe; France; Paris
McDonald, Rory M., Emilie Billaud, and Vincent Dessain. "Parrot: Navigating the Nascent Drone Industry." Harvard Business School Case 619-085, June 2019. (Revised September 2024.)
- 12 Jan 2010
- First Look
First Look: Jan. 12
Business School Case 610-036 Examines the process used by a major motion picture studio to develop and select movie projects. Warner Bros.' strategy is to focus its efforts on a small number of major... View Details
Keywords: Martha Lagace
- 04 Apr 2017
- First Look
First Look at New Research, April 4
productions. He reflects on the movie-making business and on the numerous barriers to entry he may face in entering the competitive motion picture industry. Purchase this case:... View Details
Keywords: Sean Silverthorne
- August 2024 (Revised January 2025)
- Case
Barbie: Reviving a Cultural Icon at Mattel
The 2023 release of the live-action film Barbie, and its accompanying marketing blitz, incited a worldwide Barbie craze. Suddenly Barbie was everywhere, a celebrated icon reinstated at the forefront of cultural conversation. This goodwill stood in contrast to... View Details
Keywords: Brands and Branding; Media; Intellectual Property; Business Strategy; Entertainment; Gender; Public Opinion; Marketing Strategy; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; United States
Ofek, Elie, Ryann Noe, and Sarah Mehta. "Barbie: Reviving a Cultural Icon at Mattel." Harvard Business School Case 525-006, August 2024. (Revised January 2025.)
- 22 Jan 2019
- First Look
New Research and Ideas, January 22, 2019
historic links with the motion picture industry and benefitting from the so-called “analog revival.” The case explores issues of cultural branding, focusing on how relevance can be built through connections... View Details
Keywords: Dina Gerdeman
- November 2017
- Teaching Note
Tencent
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426.
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... 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 Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; 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; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; 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; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; 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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