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All HBS Web
(823)
- Faculty Publications (246)
- December 2003 (Revised October 2005)
- Case
High-Definition TV: The Grand Alliance
Describes political and economic forces that influenced the development of an all-digital, high-definition television (HDTV) standard in the United States between 1986 and 1996. Outlines the stakes for various government and industry participants in the...
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Keywords:
Decision Choices and Conditions;
Investment;
Policy;
Management Practices and Processes;
Emerging Markets;
Standards;
Business and Government Relations;
Networks;
Research and Development;
Technology Adoption;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Japan;
Europe;
United States
Eisenmann, Thomas R. "High-Definition TV: The Grand Alliance." Harvard Business School Case 804-103, December 2003. (Revised October 2005.)
- October 2003 (Revised February 2004)
- Case
Strategic Inflection: TiVo in 2003 (A)
By: David B. Yoffie, Pai-Ling Yin and Christina L. Darwall
Mike Ramsey, TiVo's CEO, must decide on which direction to build the company. Facing an onslaught of new competitors, a huge opportunity in the cable industry, and the possibility of becoming the new "user interface" for TV entertainment, Ramsey must balance the...
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Keywords:
Television Entertainment;
Profit;
Product Positioning;
Standards;
Opportunities;
Commercialization;
Competition;
Technology Adoption;
Entertainment and Recreation Industry
Yoffie, David B., Pai-Ling Yin, and Christina L. Darwall. "Strategic Inflection: TiVo in 2003 (A)." Harvard Business School Case 704-425, October 2003. (Revised February 2004.)
- Article
Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures
By: Anita Elberse and Jehoshua Eliashberg
Keywords:
Supply and Industry;
Product;
Markets;
Film Entertainment;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Elberse, Anita, and Jehoshua Eliashberg. "Demand and Supply Dynamics for Sequentially Released Products in International Markets: The Case of Motion Pictures." Marketing Science 22, no. 3 (Summer 2003): 329–354.
- January 2003 (Revised March 2004)
- Case
Silverado (A)
By: Jan W. Rivkin and Charles J. Woodard
Silverado has raised $50 million and launched its first product: an Internet-based trivia game with innovative software. In a highly uncertain environment, the young management team must decide whether to continue developing the product and whether to branch out into...
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Keywords:
Risk and Uncertainty;
Technological Innovation;
Strategic Planning;
Internet and the Web;
Decision Choices and Conditions;
Product Launch;
Business Strategy;
Entertainment and Recreation Industry
Rivkin, Jan W., and Charles J. Woodard. "Silverado (A)." Harvard Business School Case 703-441, January 2003. (Revised March 2004.)
- November 2002
- Background Note
Strategy and Sources of Motion Picture Finance, The
By: Mihir A. Desai, Gabriel J. Loeb and Mark Veblen
This case considers the alternative financing mechanisms for film financing, the evolution of film finance in the United States, and the nature of tax-motivated film financing in the United States and around the world. It develops the strategy driving motion picture...
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Keywords:
Film Entertainment;
Financial Instruments;
Financial Strategy;
Financing and Loans;
Globalized Markets and Industries;
Taxation;
Motivation and Incentives;
Competitive Strategy;
Entertainment and Recreation Industry;
United States
Desai, Mihir A., Gabriel J. Loeb, and Mark Veblen. "Strategy and Sources of Motion Picture Finance, The." Harvard Business School Background Note 203-007, November 2002.
- 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...
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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.)
- June 2002 (Revised September 2002)
- Case
Pokemon: Gotta Catch 'Em All (Abridged)
By: Youngme E. Moon
Pokemon, the colloquial name given to a collection of 150 fantastic, animal-inspired creatures with organic powers and the capacity to evolve, are the stars of video games, trading card games, and TV cartoons. Conceived in Japan in 1996, Pokemon quickly became that...
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Keywords:
Brands and Branding;
Age;
Business or Company Management;
Marketing Strategy;
Product Launch;
Cross-Cultural and Cross-Border Issues;
Copyright;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
Japan;
Asia;
United States
Moon, Youngme E. "Pokemon: Gotta Catch 'Em All (Abridged)." Harvard Business School Case 502-092, June 2002. (Revised September 2002.)
- May 2002 (Revised October 2002)
- Case
Telewest Communications plc
By: Lynda M. Applegate and Laure Mougeot Stroock
Created in 1992, Telewest has become the second largest broadband communication provider in the United Kingdom, offering telephone, cable television, and cable Internet services, as well as television and online content to the U.K. entertainment market. The first to...
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Keywords:
Entrepreneurship;
Technological Innovation;
Growth and Development Strategy;
Industry Structures;
Competition;
Competitive Strategy;
Expansion;
Telecommunications Industry;
Europe;
United Kingdom
Applegate, Lynda M., and Laure Mougeot Stroock. "Telewest Communications plc." Harvard Business School Case 802-011, May 2002. (Revised October 2002.)
- February 2002 (Revised October 2005)
- Case
BMWFilms
By: Youngme E. Moon and Kerry Herman
Jim McDowell, VP of marketing at BMW North America, is debating how to follow up the success of his latest marketing campaign, "BMWFilms." This campaign features five short films for the Internet, directed by some of the hottest young directors in Hollywood. By all...
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Keywords:
Consumer Behavior;
Internet and the Web;
Marketing Strategy;
Film Entertainment;
Innovation and Invention;
Auto Industry;
North and Central America
Moon, Youngme E., and Kerry Herman. "BMWFilms." Harvard Business School Case 502-046, February 2002. (Revised October 2005.)
- October 2001 (Revised June 2004)
- Case
Harrah's Entertainment Inc.
By: Rajiv Lal and Patricia Carrolo
Describes a situation facing Philip Satre, chairman and CEO of Harrah's Entertainment, Inc. Satre was reading a May 2000 Wall Street Journal story that discussed the company's marketing success in targeting low rollers, the 100% growth in stock price and profits in the...
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Keywords:
Budgets and Budgeting;
Marketing;
Marketing Reference Programs;
Performance Evaluation;
Motivation and Incentives;
Competitive Strategy
Lal, Rajiv, and Patricia Carrolo. "Harrah's Entertainment Inc." Harvard Business School Case 502-011, October 2001. (Revised June 2004.)
- 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...
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Keywords:
Experience and Expertise;
Entertainment;
Innovation Strategy;
Leadership;
Marketing Strategy;
Technology;
Technology Industry;
Japan;
United States
Moon, Youngme E. "Sony AIBO: The World's First Entertainment Robot." Harvard Business School Case 502-010, August 2001. (Revised October 2005.)
- 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...
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Keywords:
Games, Gaming, and Gambling;
Globalization;
Marketing Strategy;
Product Launch;
Risk and Uncertainty;
Competitive Strategy;
Information Technology;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry;
United States
Deshpande, Rohit, and Seth Schulman. "Sony PlayStation2 (A)." Harvard Business School Case 502-016, August 2001. (Revised September 2002.)
- June 2001
- Case
AtomFilms
By: Bharat N. Anand and Taslim Pirmohamed
Examines the evolution of AtomFilms--one of the few companies that survived the spate of failures in digital entertainment in 2000--from the time of its founding in 1998 to its merger with Shockwave in December 2000. Within a short period of time, AtomFilms had built...
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Keywords:
Mergers and Acquisitions;
Resource Allocation;
Brands and Branding;
Organizational Structure;
Problems and Challenges;
Alliances;
Strategy;
Entertainment and Recreation Industry
Anand, Bharat N., and Taslim Pirmohamed. "AtomFilms." Harvard Business School Case 701-063, June 2001.
- March 2001 (Revised January 2009)
- Case
Walt Disney Company, The: The Entertainment King
By: Michael G. Rukstad, David J. Collis and Tyrell Levine
The first ten pages of this case are comprised of the company's history, from 1923 to 2001. The Walt years are described, as is the company's decline after his death and its resurgence under Eisner. The last five pages are devoted to Eisner's strategic challenges in...
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Keywords:
History;
Organizational Change and Adaptation;
Managerial Roles;
Creativity;
Corporate Strategy;
Boundaries;
Brands and Branding;
Entertainment and Recreation Industry
Rukstad, Michael G., David J. Collis, and Tyrell Levine. "Walt Disney Company, The: The Entertainment King." Harvard Business School Case 701-035, March 2001. (Revised January 2009.)
- December 2000 (Revised March 2001)
- Background Note
Strategic Use of Music in Marketing, The: A Selective Review
By: Gerald Zaltman and Nancy Puccinelli
Summarizes selected research on music and its impact on mood and shopping behavior, and its impact on the communication of ideas.
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Keywords:
Communication Intention and Meaning;
Music Entertainment;
Marketing Strategy;
Consumer Behavior;
Behavior
Zaltman, Gerald, and Nancy Puccinelli. "Strategic Use of Music in Marketing, The: A Selective Review." Harvard Business School Background Note 501-056, December 2000. (Revised March 2001.)
- November 2000
- Case
Geocast Network Systems, Inc.
By: Thomas R. Eisenmann, Christina L. Darwall and Elizabeth Kind
Geocast, a venture-backed start-up, had developed innovative technology for "datacasting" broadband information and entertainment content to an external hard drive, where it was cached for later retrieval by a Web-enabled PC. By using terrestrial TV, direct broadcast...
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Keywords:
Business Model;
Customer Value and Value Chain;
Entrepreneurship;
Venture Capital;
Information Management;
Technological Innovation;
Marketing Channels;
Corporate Strategy;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Eisenmann, Thomas R., Christina L. Darwall, and Elizabeth Kind. "Geocast Network Systems, Inc." Harvard Business School Case 801-211, November 2000.
- August 2000
- Case
Alison Brown of Compass Records
By: Teresa M. Amabile and Amy Blitz
Highly acclaimed recording artist, banjo player, and jazz/blue grass composer Alison Brown has used her artistic experience and MBA-based business savvy to found a successful independent record company with bassist/husband Garry West. Representing a stellar roster of...
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Keywords:
Entrepreneurship;
Technological Innovation;
Growth and Development Strategy;
Growth Management;
Industry Structures;
Service Delivery;
Business Strategy;
Expansion;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Amabile, Teresa M., and Amy Blitz. "Alison Brown of Compass Records." Harvard Business School Case 801-089, August 2000.
- July 2000 (Revised September 2005)
- Case
BMG Entertainment
By: Jan W. Rivkin and Gerrit Meier
As dramatic changes in technology and customer tastes roil the music industry, the top executives of BMG Entertainment, one of the world's largest record companies, must decide how to organize for digital distribution of music. This case includes a brief history of the...
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Keywords:
Risk and Uncertainty;
Competitive Strategy;
Distribution Channels;
Organizational Structure;
Technological Innovation;
Industry Structures;
Customer Focus and Relationships;
Growth and Development Strategy;
Information Technology;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Rivkin, Jan W., and Gerrit Meier. "BMG Entertainment." Harvard Business School Case 701-003, July 2000. (Revised September 2005.)
- February 2000 (Revised May 2001)
- Case
BET.com
By: Thomas R. Eisenmann and Pauline M Fischer
Black Entertainment Television, a leading cable programmer, is launching BET.com, an Internet portal targeted toward African-Americans. This case examines the challenges facing BET management as it defines its service offerings and target customer segments in a...
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Keywords:
Product Positioning;
Ethnicity;
Internet and the Web;
Age;
Race;
Decision Choices and Conditions;
Business Startups;
Entertainment and Recreation Industry;
United States
Eisenmann, Thomas R., and Pauline M Fischer. "BET.com." Harvard Business School Case 800-283, February 2000. (Revised May 2001.)
- September 1999
- Case
Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)
By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary...
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Keywords:
Games, Gaming, and Gambling;
Competitive Strategy;
Technological Innovation;
Growth and Development Strategy;
Partners and Partnerships;
Product Development;
Business Growth and Maturation;
Market Entry and Exit;
Sales;
Entertainment and Recreation Industry;
Entertainment and Recreation Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.