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  • All HBS Web  (273)
    • News  (86)
    • Research  (142)
    • Events  (1)
  • Faculty Publications  (69)

Show Results For

  • All HBS Web  (273)
    • News  (86)
    • Research  (142)
    • Events  (1)
  • Faculty Publications  (69)
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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
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Elberse, Anita. "Entertainment Products Online and Offline: The 'Long Tail' of the Video Window." Google, Mountain View, CA, July 2006.
  • Aug 2006 - 2006
  • Conference Presentation

Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'

By: Anita Elberse
Keywords: Entertainment; Marketing Channels
Citation
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Elberse, Anita. "Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'." Paper presented at the Marketing Dynamics Conference, University of California, Los Angeles, August 2006.
  • Jun 2006
  • Conference Presentation

Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'

By: Anita Elberse
Keywords: Entertainment; Marketing Channels
Citation
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Elberse, Anita. "Entertainment Products in Online and Offline Channels: An Examination of the 'Long Tail'." Paper presented at the INFORMS Marketing Science Conference, Katz School of Management, University of Pittsburgh, June 2006.
  • April 1998
  • Case

E! Online (A): www.eonline.com

By: Jeffrey F. Rayport
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
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Rayport, Jeffrey F., Carrie Ardito, and Dickson Louie. "E! Online (A): www.eonline.com." Harvard Business School Case 898-010, April 1998.
  • 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
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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
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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
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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
Keywords: Service Operations; Customer Satisfaction; Entertainment; Networks; Price; Corporate Strategy; Technology; Service Industry
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Edelman, Benjamin. "Online Restaurant Promotions." Harvard Business School Teaching Note 909-063, June 2009.
  • 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
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Bradley, Stephen P., and Nancy Bartlett. "Everyone and Everything is Online." Harvard Business School Background Note 711-494, March 2011. (Revised September 2011.)
  • 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
Keywords: by Carmen Nobel; Consumer Products
  • 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
Keywords: by Kara Baskin; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
  • 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
Keywords: by Kristen Senz; Entertainment & Recreation; Entertainment & Recreation; Entertainment & Recreation
  • October 2006 (Revised September 2007)
  • Teaching Note

Electronic Arts in Online Gaming (TN)

By: Thomas R. Eisenmann
Keywords: Games, Gaming, and Gambling; Arts; Technology; Entertainment and Recreation Industry
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Eisenmann, Thomas R. "Electronic Arts in Online Gaming (TN)." Harvard Business School Teaching Note 807-066, October 2006. (Revised September 2007.)
  • Nov 2009
  • Conference Presentation

The Reach of Online Movie Trailers

By: Anita Elberse
Keywords: Internet and the Web; Film Entertainment
Citation
Related
Elberse, Anita. "The Reach of Online Movie Trailers." Paper presented at the Bruce Mallen Workshop in Motion Picture Industry Studies, UCLA Anderson School of Management, Los Angeles, CA, November 2009.
  • 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
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
  • 2007
  • Working Paper

Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals

By: Katherine L. Milkman, Todd Rogers and Max H. Bazerman
We report on a field study demonstrating systematic differences between the preferences people anticipate they will have over a series of options in the future and their subsequent revealed preferences over those options. Using a novel panel data set, we analyze the... View Details
Keywords: Internet and the Web; Decision Choices and Conditions; Attitudes; Conflict and Resolution; Emotions; Film Entertainment; Cognition and Thinking; Entertainment and Recreation Industry
Citation
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Milkman, Katherine L., Todd Rogers, and Max H. Bazerman. "Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals." Harvard Business School Working Paper, No. 07-099, June 2007. (Revised July 2007, December 2007, April 2008, September 2008, January 2009.)
  • August 2003 (Revised November 2005)
  • Teaching Note

Electronic Arts Introduces The Sims Online (TN)

By: Youngme E. Moon
Teaching Note for (9-503-008). View Details
Keywords: Entertainment and Recreation Industry
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online (TN)." Harvard Business School Teaching Note 504-044, August 2003. (Revised November 2005.)
  • June 2009
  • Article

Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals

By: Katherine L. Milkman, Todd Rogers and Max H. Bazerman
We report on a field study demonstrating systematic differences between the preferences people anticipate they will have over a series of options in the future and their subsequent revealed preferences over those options. Using a novel panel data set, we analyze the... View Details
Keywords: Decision Choices and Conditions; Forecasting and Prediction; Film Entertainment; Demand and Consumers; Renting or Rental; Power and Influence; Prejudice and Bias; Online Technology; Motion Pictures and Video Industry
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Milkman, Katherine L., Todd Rogers, and Max H. Bazerman. "Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals." Management Science 55, no. 6 (June 2009): 1047–1059.
  • May 2021 (Revised May 2022)
  • Case

Headspace vs. Calm: A Mindful Competition

By: Ayelet Israeli and Anne Wilson
By 2021, the mindfulness app wars reached their apex. Over 2,000 meditation apps were available to consumers, but two apps, Headspace and Calm, dominated the space, jointly holding about 70% of the total market. Headspace had established itself as the approachable... View Details
Keywords: Marketing Communication; Integrated Strategy; Brand; Brand & Product Management; Brand Communication; Brand Differentiation; Brand Building; Brand Management; E-Commerce Strategy; Ecommerce; App; App Development; Applications; COVID; COVID-19; Pandemic; Pricing; Pricing Strategy; Subscription Model; Subscription; Partnerships; Strategic Partnerships; B2B Vs. B2C; B2B; Health & Wellness; Wellbeing; Digitization; Commoditization; Mobile App; Mobile App Industry; Mobile Healthcare; Mobile Marketing; Digital Brand; Digital Health; Consumer Health; Apps; Online Business; Online Competition; Online Community; Online Entertainment; Entertainment And Leisure; Meditation; Marketing; Marketing Communications; Brands and Branding; Price; Strategy; Competition; Competitive Strategy; Competitive Advantage; Partners and Partnerships; Health; Well-being; Mobile and Wireless Technology; Communication; Communication Strategy; Disruption; Consumer Behavior; Digital Marketing; E-commerce; Applications and Software; Health Industry; Technology Industry; Communications Industry; United States; North America; United Kingdom
Citation
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Israeli, Ayelet, and Anne Wilson. "Headspace vs. Calm: A Mindful Competition." Harvard Business School Case 521-102, May 2021. (Revised May 2022.)
  • October 2011 (Revised February 2012)
  • Case

One Game to Rule Them All: Lord of the Rings Online and the MMO Market

Keywords: Competition; Strategy; Business Model; Games, Gaming, and Gambling; Video Game Industry
Citation
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Halaburda, Hanna, William Collis, Rob McKeon, and Ivan Nausieda. "One Game to Rule Them All: Lord of the Rings Online and the MMO Market." Harvard Business School Case 712-434, October 2011. (Revised February 2012.)
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