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- 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...
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Keywords:
Books;
Marketing Strategy;
Open Source Distribution;
Competition;
Mobile Technology;
Media and Broadcasting Industry;
Publishing Industry;
Telecommunications Industry;
Japan
Elberse, Anita. "Sony Digital Entertainment, Japan." Harvard Business School Case 508-071, March 2008. (Revised November 2008.)
- May 2005 (Revised March 2007)
- Teaching Note
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
Teaching Note to (9-505-024).
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Keywords:
Electronics Industry
- March 2005
- Background Note
Home Video Games: Generation Seven
By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch...
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Keywords:
Marketing Strategy;
Competitive Strategy;
Technological Innovation;
Information Infrastructure;
Applications and Software;
Entertainment and Recreation Industry;
Information Technology Industry
Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
- November 2004
- Tutorial
Principles of Microeconomics for Strategists
By: Felix Oberholzer-Gee, Pai-Ling Yin and Elizabeth Raabe
Reviews microeconomic principles from a business strategy perspective, using the digital music industry as context. Contains three modules: demand, supply, and equilibrium. The demand module discusses the willingness to pay, market demand, price elasticity, and...
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- 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...
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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
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- 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,...
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Keywords:
Corporate Strategy;
Digital Platforms;
Network Effects;
Policy;
Customer Focus and Relationships;
Games, Gaming, and Gambling;
Revenue;
Segmentation;
Sales;
Entertainment and Recreation Industry;
Electronics Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- April 2003 (Revised November 2005)
- Teaching Note
Sony AIBO: The World's First Entertainment Robot (TN)
By: Youngme E. Moon
Teaching Note for (9-502-010).
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- 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;
Computer 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.)
- April 1999
- Case
Steve Perlman and WebTV (A)
By: James K. Sebenius and Ron Fortgang
The dynamics of a linked series of internal and external negotiations involved in launching, growing, and selling a high-tech, Internet start-up are explored. Steve Perlman unfurled an impressive new technology, recruited a top technical and management team, secured...
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Keywords:
Business Startups;
Entrepreneurship;
Agreements and Arrangements;
Negotiation Tactics;
Alliances;
Internet;
Communications Industry
Sebenius, James K., and Ron Fortgang. "Steve Perlman and WebTV (A)." Harvard Business School Case 899-270, April 1999.
- April 1999
- Case
Steve Perlman and WebTV (B)
By: James K. Sebenius and Ron Fortgang
The dynamics of a linked series of internal and external negotiations involved in launching, growing, and selling a high-tech, Internet start-up are explored. Steve Perlman unfurled an impressive new technology, recruited a top technical and management team, secured...
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Keywords:
Entrepreneurship;
Business Startups;
Agreements and Arrangements;
Negotiation Process;
Value Creation;
Alliances;
Technological Innovation;
Business Exit or Shutdown;
Television Entertainment;
Media and Broadcasting Industry
Sebenius, James K., and Ron Fortgang. "Steve Perlman and WebTV (B)." Harvard Business School Case 899-271, April 1999.
- 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...
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Keywords:
Geographic Location;
Marketing Strategy;
Product Launch;
Standards;
Mobile and Wireless Technology;
Conflict and Resolution;
Auto Industry;
Electronics Industry;
Japan
Quelch, John A., and Yoshinori Fujikawa. "Sony Corporation: Car Navigation Systems." Harvard Business School Case 597-032, October 1996. (Revised January 1998.)
- 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...
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Keywords:
Foreign Direct Investment;
Film Entertainment;
Entertainment and Recreation Industry;
Japan;
United States
Spar, Debora L., and Julia Kou. "Being There: Sony Corporation and Columbia Pictures." Harvard Business School Case 795-025, December 1994.
- October 1990 (Revised February 1991)
- Case
Sony Corp.: Globalization
Keywords:
Globalization;
Globalized Firms and Management;
Electronics Industry;
Entertainment and Recreation Industry
Yoshino, Michael Y. "Sony Corp.: Globalization." Harvard Business School Case 391-071, October 1990. (Revised February 1991.)
- April 1990
- Teaching Note
Sony Corp.: Workstation Division, Teaching Note
- October 1989 (Revised March 1992)
- Case
Sony Corp.: Workstation Division
Wheelwright, Steven C. "Sony Corp.: Workstation Division." Harvard Business School Case 690-031, October 1989. (Revised March 1992.)