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- All HBS Web
(693)
- People (23)
- News (147)
- Research (297)
- Multimedia (6)
- Faculty Publications (217)
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- 16 May 2000
- Research & Ideas
Getting the Message: How the Internet is Changing Advertising
them come to you," Deighton adds. DoubleClick's area of expertise involves its ability to package media on the Web to meet the goals of marketers and its employment of technology to facilitate using the Web as an advertising vehicle.... View Details
Keywords: by Susan Young
- 28 Jul 2020
- Research & Ideas
Racism and Digital Design: How Online Platforms Can Thwart Discrimination
essential to evaluate methods for measuring discrimination and associated design changes over time. About the Author Kristen Senz is a writer and social media editor for Harvard Business School Working Knowledge. [Image: RyanJLane]... View Details
- 25 Mar 2015
- HBS Case
Tate’s Digital Makeover Transforms the Traditional Museum
then. Today, as entertainment becomes increasingly digital and spare time is in ever-shorter supply, art museums and cultural institutions have been put in a bind. Do they stick to their tried-and-true format and cater to loyal devotees... View Details
- May 2007 (Revised May 2011)
- Teaching Note
Netflix (TN)
By: Willy C. Shih
Teaching note to (607-138). View Details
- 29 Jan 2013
- Research & Ideas
Creating the Perfect Super Bowl Ad
question whether ads, including the over-the-top Super Bowl spots, have become too entertaining, says Thales S. Teixeira, an assistant professor in the Marketing unit at Harvard Business School. In upcoming research, Why, When and How Much to View Details
- January 2019 (Revised February 2020)
- Case
World Wrestling Entertainment, Inc.
By: Anita Elberse and Melissa Rodman
World Wrestling Entertainment, Inc. (WWE) develops and presents scripted hero-versus-villain storylines featuring its wrestlers at hundreds of live events—on several weekly television shows, on its own over-the-top streaming service, and on social media—to millions of... View Details
Keywords: Superstars; Talent; Talent Development; Labor Economics; General Management; Entertainment; Sports; Media; Talent and Talent Management; Contracts; Marketing; Strategy
Elberse, Anita, and Melissa Rodman. "World Wrestling Entertainment, Inc." Harvard Business School Case 519-058, January 2019. (Revised February 2020.)
- 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.
- April 2007
- Supplement
Dataset for "Clear Channel Communications, Inc." (CW)
- 29 Jan 2021
- Op-Ed
How Influencers, Celebrities, and FOMO Can Win Over Vaccine Skeptics
reinforce the positive consequences of taking the vaccine, such as the ability to visit family, go to work, and have more entertainment options. With those factors in mind, we offer three customer-centric recommendations to speed adoption... View Details
- 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.)
- 04 Apr 2022
- What Do You Think?
As Disney Board Chair, What Would You Advise CEO Bob Chapek Regarding 'Don’t Say Gay'?
history. Its stock, suffering the typical ups and downs of entertainment companies during the pandemic, had recovered and was at about the same price as when Chapek took over from “legendary” CEO Bob Iger two years earlier. He was aware,... View Details
Keywords: by James Heskett
- 21 Mar 2016
- Lessons from the Classroom
When Your Classmate is an NBA Superstar (or Fashion Model, or Movie Actress)
It’s one thing to look at the entertainment business from an executive’s point of view. It’s quite another to see it through the eyes of a professional basketball player, supermodel, or actress. That mix of perspectives is exactly what... View Details
- June 1995
- Case
Bright Horizons: "Caring for Tomorrow" Videotape
By: Hugo Uyterhoeven
Uyterhoeven, Hugo. Bright Horizons: "Caring for Tomorrow" Videotape. Harvard Business School Multimedia/Video Case 395-517, June 1995.
- September 2013 (Revised August 2015)
- Background Note
Leadership and Teaming
By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; 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; 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; 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; 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; 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; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
- February 1982 (Revised December 1991)
- Teaching Note
Quabbin Cablevision Co., Teaching Note
By: Henry B. Reiling
Teaching Note for (9-282-003). View Details
- October 1998
- Case
Star TV in India--1998
By: Tarun Khanna, Geetu S Karnani and Tanya Z Haider
Khanna, Tarun, Geetu S Karnani, and Tanya Z Haider. "Star TV in India--1998." Harvard Business School Case 799-049, October 1998.
- September 2017 (Revised June 2019)
- Case
The ABN AMRO World Tennis Tournament
By: Anita Elberse and Saskia Van Rheenen
Should the ABN AMRO World Tennis Tournament gamble most of its player budget on superstar player Rafael Nadal, even after the event’s previous two editions saw Nadal and Roger Federer pull out at the last moment due to injury, leaving the tournament without any... View Details
Keywords: Superstar; Talent; General Management; Marketing; Sports; Media; Entertainment; Talent and Talent Management; Negotiation; Strategy; Entertainment and Recreation Industry; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Elberse, Anita, and Saskia Van Rheenen. "The ABN AMRO World Tennis Tournament." Harvard Business School Case 518-041, September 2017. (Revised June 2019.)
- 12 Oct 2017
- Cold Call Podcast