Filter Results:
(4)
Show Results For
- All HBS Web
(399)
- Faculty Publications (4)
Show Results For
- All HBS Web
(399)
- Faculty Publications (4)
Page 1 of 4
Results
- December 2010 (Revised March 2011)
- Background Note
Strategic Marketing in Creative Industries
By: Anita Elberse
A note for educators describing an elective course for second-year MBA Students at Harvard Business School, "Strategic Marketing in Creative Industries." which focuses on strategic marketing challenges for firms in the creative industries, defined as industries that... View Details
Keywords: Marketing Strategy
Elberse, Anita. "Strategic Marketing in Creative Industries." Harvard Business School Background Note 511-011, December 2010. (Revised March 2011.) (Course Note, Instructor Only.)
- October 2010 (Revised May 2011)
- Case
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
- Research Summary
Research Focus
By: Anita Elberse
My research focuses on "creative industries," defined as industries that supply goods that we commonly associate with artistic, cultural, or entertainment value -- including book and magazine publishing, film, music, television, video games, the performing... View Details
- Teaching Interest
The Business of Entertainment, Media, and Sports (MBA)
By: Anita Elberse
This second-year MBA course is primarily designed for students pursuing a career in the entertainment, media and sports sectors -- including film, television, music, publishing, video games, the performing arts, sports, fashion, and advertising -- or who plan to work... View Details