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- Jul 2006
- Conference Presentation
Entertainment Products Online and Offline: The 'Long Tail' of the Video Window
By: Anita Elberse
Keywords: Entertainment
- April 1998
- Case
E! Online (A): www.eonline.com
E! Online is the on-line brand extension of the cable-TV channel dedicated to entertainment news. E! Online must compete with other entertainment sites on the web, as well as create synergy between E! Online and E! Entertainment Television in order to build a... View Details
Keywords: Competition; Internet and the Web; Service Operations; Television Entertainment; Brands and Branding; Entertainment and Recreation Industry
Rayport, Jeffrey F., Carrie Ardito, and Dickson Louie. "E! Online (A): www.eonline.com." Harvard Business School Case 898-010, April 1998.
- Aug 2006 - 2006
- Conference Presentation
Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'
By: Anita Elberse
- Jun 2006
- Conference Presentation
Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'
By: Anita Elberse
- August 2014
- Case
Netflix in 2011
By: Willy Shih and Stephen Kaufman
Reed Hastings founded Netflix to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encountered challenges it underwent several major strategy shifts, ultimately developing a business model... View Details
Keywords: Netflix; DVD; DVD-by-mail; Streaming; Online Entertainment; Online Video; Disruptive Innovation; Innovation and Management; Innovation Strategy; Business Model; Disruption; Operations; Service Operations; Entertainment; Film Entertainment; Television Entertainment; Media; Strategy; Business or Company Management; Competitive Strategy; Competitive Advantage; Corporate Strategy; Expansion; Technology; Technology Adoption; Technology Platform; Web; Entertainment and Recreation Industry; United States
Shih, Willy, and Stephen Kaufman. "Netflix in 2011." Harvard Business School Case 615-007, August 2014.
- Article
Red Light States: Who Buys Online Adult Entertainment?
By: Benjamin Edelman
This paper studies the adult online entertainment industry, particularly the consumption side of the market. In particular, it focuses on the demographics and consumption patterns of those who subscribe to adult entertainment websites. On the surface, this business... View Details
Keywords: Online Technology; Segmentation; Film Entertainment; Demographics; Web Sites; Competition; Governing Rules, Regulations, and Reforms; Demand and Consumers; Legal Liability; Culture; Religion; Entertainment and Recreation Industry; United States
Edelman, Benjamin. "Red Light States: Who Buys Online Adult Entertainment?" Journal of Economic Perspectives 23, no. 1 (Winter 2009): 209–220.
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- June 2009
- Teaching Note
Online Restaurant Promotions
By: Benjamin Edelman
Teaching Note for [909034]. View Details
- 01 Dec 2007
- News
Faculty Research Online
HBS Working Knowledge is an online forum for innovation in business practice, offering a first look at new thinking from HBS faculty. Read the complete articles summarized below by visiting their Web links. Broadband: Remaking the... View Details
- March 2011 (Revised September 2011)
- Background Note
Everyone and Everything is Online
By: Stephen P. Bradley and Nancy Bartlett
The twenty-first century digital world enabled mobile, empowered, content-hungry individuals to capture the value of enabling technologies and applications to manage, create, share, and influence content across the creation and delivery spectrum. Users were online in... View Details
Keywords: Communication Technology; Learning; Entertainment; Power and Influence; Internet and the Web; Value; Web Services Industry
Bradley, Stephen P., and Nancy Bartlett. "Everyone and Everything is Online." Harvard Business School Background Note 711-494, March 2011. (Revised September 2011.)
- 01 Dec 2011
- News
Faculty Research Online
HBS Cases: Lady Gaga What goes into creating the world’s largest pop star? Before her fame hit, Lady Gaga’s manager faced decisions that could have derailed the performer’s career. A new case by Associate Professor Anita Elberse examines the strategic marketing choices... View Details
- 12 Oct 2011
- Research & Ideas
Creating Online Ads We Want to Watch
communicate? How can I get people to change their evaluations of brands and products rather than simply be entertained for 30 seconds?" In collaboration with colleagues at MIT, Teixeira is conducting experiments in which participants view... View Details
- 28 Jul 2020
- Research & Ideas
Racism and Digital Design: How Online Platforms Can Thwart Discrimination
Having uncovered the scope of discrimination taking place against Black guests and hosts on Airbnb, researcher Michael Luca and his colleagues put together a toolkit to aid managers in recognizing and mitigating discrimination on online... View Details
- 26 Jul 2022
- Research & Ideas
Burgers with Bugs? What Happens When Restaurants Ignore Online Reviews
There’s a saying in hospitality: The customer is always right. In fact, customers might be more influential than ever, according to a study of online restaurant reviews. Yelp, the website where consumers share their service experiences,... View Details
- October 2006 (Revised September 2007)
- Teaching Note
Electronic Arts in Online Gaming (TN)
- 01 Jun 2009
- News
HBS Art Collection Now Online
As a student at HBS, Gerald Schwartz (MBA ’70) says the only thing missing was an artistic presence. For the past decade, Schwartz, founder and CEO of Onex Corporation, a private-equity firm in Toronto, has been on a mission to bring contemporary art to campus... View Details
Keywords: Arts, Entertainment
- August 2002 (Revised August 2003)
- Case
Electronic Arts Introduces The Sims Online
By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)