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Filter Results: (115) Arrow Down
Filter Results: (115) Arrow Down Arrow Up

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  • All HBS Web  (115)
    • News  (29)
    • Research  (80)
    • Multimedia  (1)
  • Faculty Publications  (46)

Show Results For

  • All HBS Web  (115)
    • News  (29)
    • Research  (80)
    • Multimedia  (1)
  • Faculty Publications  (46)
Page 1 of 115 Results →
  • June 2018 (Revised January 2020)
  • Case

Sony

By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a... View Details
Keywords: Customer Experience; Product Differentiation; Transformation; Leadership Style; Technology Adoption; Leading Change; Electronics Industry; Media and Broadcasting Industry; Video Game Industry; Japan
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Thomke, Stefan, Atsushi Osanai, and Akiko Kanno. "Sony." Harvard Business School Case 618-045, June 2018. (Revised January 2020.)
  • August 2001 (Revised September 2002)
  • Case

Sony PlayStation2 (A)

By: Rohit Deshpande and Seth Schulman
In early 1999, the president of Sony Computer Entertainment, Inc., had to determine the appropriate U.S. launch strategy for the next-generation video game player, Sony PlayStation2. Despite the success of the original PlayStation1, new competitors and an uncertain... View Details
Keywords: Games, Gaming, and Gambling; Globalization; Marketing Strategy; Product Launch; Risk and Uncertainty; Competitive Strategy; Information Technology; Computer Industry; Entertainment and Recreation Industry; United States
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Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
  • June 2020
  • Teaching Note

Sony

By: Stefan H. Thomke
Teaching Note for HBS Case No. 618-045. View Details
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Thomke, Stefan H. "Sony." Harvard Business School Teaching Note 620-140, June 2020.
  • March 2008 (Revised November 2008)
  • Case

Sony Digital Entertainment, Japan

By: Anita Elberse
It is late 2007. So-called cell phone ("keitai") novels have turned into an extremely popular form of entertainment-on-the- go in Japan, in particular among young, female readers. In fact, consisting mostly of love stories written by amateurs in short sentences and... View Details
Keywords: Books; Marketing Strategy; Open Source Distribution; Competition; Mobile Technology; Media and Broadcasting Industry; Publishing Industry; Telecommunications Industry; Japan
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Elberse, Anita. "Sony Digital Entertainment, Japan." Harvard Business School Case 508-071, March 2008. (Revised November 2008.)
  • 26 Dec 2014
  • News

Sony needs new leadership

  • March 2008 (Revised April 2008)
  • Case

Sony PlayStation 3: Game Over?

By: Elie Ofek
Outlines the challenges faced by Sony with the launch of its PlayStation 3. Information on the 2006 and 2007 holiday seasons and the success of rival consoles is outlined. In addition, the case allows examining the costs and revenues associated with a business model... View Details
Keywords: Business Model; Games, Gaming, and Gambling; Cost; Revenue; Product Launch; Sales; Competition; Hardware; Entertainment and Recreation Industry
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Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
  • August 1994 (Revised May 1997)
  • Case

Sony Corporation: The Walkman Line

Explores how Sony manages its Walkman line in both the domestic (Japanese) and Western markets. Describes a simple target costing system, a simple Japanese cost accounting system, and the management of product proliferation. View Details
Keywords: Cost Accounting; Brands and Branding; Consumer Products Industry; Japan
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Cooper, Robin. "Sony Corporation: The Walkman Line." Harvard Business School Case 195-076, August 1994. (Revised May 1997.)
  • May 2005 (Revised March 2007)
  • Teaching Note

Sony EyeToy

By: Anita Elberse and Youngme E. Moon
Teaching Note to (9-505-024). View Details
Keywords: Electronics Industry
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Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Teaching Note 505-074, May 2005. (Revised March 2007.)
  • July 2004 (Revised March 2007)
  • Case

Sony EyeToy

By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
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Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
  • October 1990 (Revised February 1991)
  • Case

Sony Corp.: Globalization

By: Michael Y. Yoshino
Keywords: Globalization; Globalized Firms and Management; Electronics Industry; Entertainment and Recreation Industry
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Yoshino, Michael Y. "Sony Corp.: Globalization." Harvard Business School Case 391-071, October 1990. (Revised February 1991.)
  • December 2009 (Revised December 2012)
  • Case

Sony and the JK Wedding Dance

By: John Deighton and Leora Kornfeld
Executives at Sony Music Entertainment faced a dilemma: a user-generated video featuring controversial artist Chris Brown's music was netting millions of views per week on YouTube. Sony held the copyright to the song, and was entitled to issue a takedown notice to the... View Details
Keywords: Music Entertainment; Copyright; Marketing Strategy; Consumer Behavior; Network Effects; Social and Collaborative Networks; Internet; Music Industry
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Deighton, John, and Leora Kornfeld. "Sony and the JK Wedding Dance." Harvard Business School Case 510-064, December 2009. (Revised December 2012.) (request a courtesy copy.)
  • October 1996 (Revised January 1998)
  • Case

Sony Corporation: Car Navigation Systems

By: John A. Quelch
In the summer of 1996, Masao Morita, president of Sony Personal Mobile Communication Co., contemplated how to formulate its multinational marketing strategy for the fast-changing car navigation systems market. Morita needed to resolve the conflicting views within his... View Details
Keywords: Geographic Location; Marketing Strategy; Product Launch; Standards; Mobile and Wireless Technology; Conflict and Resolution; Auto Industry; Electronics Industry; Japan
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Quelch, John A., and Yoshinori Fujikawa. "Sony Corporation: Car Navigation Systems." Harvard Business School Case 597-032, October 1996. (Revised January 1998.)
  • August 2001 (Revised October 2005)
  • Case

Sony AIBO: The World's First Entertainment Robot

By: Youngme E. Moon
The Sony AIBO is the world's first "entertainment" robot. Positioned as a household "companion," the $1,500 AIBO has become a smash hit in Japan, appealing to both the young and the old, including those with little technical expertise. In the United States, the AIBO is... View Details
Keywords: Experience and Expertise; Entertainment; Innovation Strategy; Leadership; Marketing Strategy; Technology; Technology Industry; Japan; United States
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Moon, Youngme E. "Sony AIBO: The World's First Entertainment Robot." Harvard Business School Case 502-010, August 2001. (Revised October 2005.)
  • October 1989 (Revised March 1992)
  • Case

Sony Corp.: Workstation Division

By: Steven C. Wheelwright
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Wheelwright, Steven C. "Sony Corp.: Workstation Division." Harvard Business School Case 690-031, October 1989. (Revised March 1992.)
  • April 2014
  • Supplement

Interview: Man Jit Singh at Sony Entertainment Television

By: Linda A. Hill and Allison J. Wigen
Contains excerpts from an interview with Man Jit Singh. Singh discusses the results of events covered in the case "Man Jit Singh at Sony Entertainment Television," including his decision to begin evaluating employees on values as well as performance.
This short... View Details
Keywords: Performance Appraisals; Leading Change; Leadership; Emerging Markets; Organizational Culture; Performance Evaluation; Groups and Teams; Change Management; Media and Broadcasting Industry; India
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Hill, Linda A., and Allison J. Wigen. "Interview: Man Jit Singh at Sony Entertainment Television." Harvard Business School Video Supplement 414-708, April 2014.
  • December 1994
  • Case

Being There: Sony Corporation and Columbia Pictures

By: Debora L. Spar
In September 1989, Sony Corp. of Japan bid $3.4 billion for Columbia Pictures. It was the highest bid ever by a Japanese company for any U.S. property. The case examines the validity of Sony's objectives in making this purchase, and also the political uproar that the... View Details
Keywords: Foreign Direct Investment; Film Entertainment; Entertainment and Recreation Industry; Japan; United States
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Spar, Debora L., and Julia Kou. "Being There: Sony Corporation and Columbia Pictures." Harvard Business School Case 795-025, December 1994.
  • July 2008 (Revised September 2010)
  • Case

Sony Ericsson WTA Tour (A)

By: Jay W. Lorsch and Kaitlyn Simpson
Larry Scott, the new CEO of the Women's Tennis Association, arrives amidst turmoil. Players and tournaments clash over opposing interests. As a result, the board members who represent them are equally divided and feel conflicted about their role. They aren't sure how... View Details
Keywords: Corporate Governance; Governing and Advisory Boards; Leadership; Business and Stakeholder Relations; Conflict of Interests; Cooperation; Sports Industry
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Lorsch, Jay W., and Kaitlyn Simpson. "Sony Ericsson WTA Tour (A)." Harvard Business School Case 409-018, July 2008. (Revised September 2010.)
  • July 2008 (Revised September 2010)
  • Supplement

Sony Ericsson WTA Tour (C)

By: Jay W. Lorsch and Kaitlyn Simpson
Keywords: Electronics Industry
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Lorsch, Jay W., and Kaitlyn Simpson. "Sony Ericsson WTA Tour (C)." Harvard Business School Supplement 409-020, July 2008. (Revised September 2010.)
  • July 2008 (Revised September 2010)
  • Supplement

Sony Ericsson WTA Tour (B)

By: Jay W. Lorsch and Kaitlyn Simpson
Keywords: Electronics Industry
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Lorsch, Jay W., and Kaitlyn Simpson. "Sony Ericsson WTA Tour (B)." Harvard Business School Supplement 409-019, July 2008. (Revised September 2010.)
  • April 2008
  • Teaching Note

Sony PlayStation 3: Game Over? (TN)

By: Elie Ofek
Teaching Note for [508076]. View Details
Keywords: Entertainment and Recreation Industry
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Ofek, Elie. "Sony PlayStation 3: Game Over? (TN)." Harvard Business School Teaching Note 508-105, April 2008.
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