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- Faculty Publications (74)
- 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...
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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.
- September 2013 (Revised August 2015)
- Background Note
Leadership and Teaming
By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail...
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Keywords:
Teams;
Teaming;
Leadership And Managing People;
Leadership;
Team Effectiveness;
Team Performance;
Team Design;
Team Leadership;
Teamwork;
Team Process;
Team Function;
Team Launch;
60/30/10 Rule;
Team Boundary;
Distribution Of Leadership Authority;
Self-Managed Teams;
Virtual Teams;
Unbounded Teams;
Acts Of Leadership;
Execution Teams;
Decision Making Teams;
Creativity Teams;
Team Size;
Task Design;
Team Timeline;
Team Roles;
Team Representation;
Diversity;
Team Familiarity;
Collective Intelligence;
Team Stages Of Development;
Team Coaching;
Performance Pressure;
X-Teams;
Team Focus;
Interaction;
Management Teams;
Managerial Roles;
Management Systems;
Management Style;
Management Skills;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Performance Effectiveness;
Performance Efficiency;
Performance Productivity;
Groups and Teams;
Networks;
Social Psychology;
Behavior;
Conflict and Resolution;
Creativity;
Social and Collaborative Networks;
Satisfaction;
Prejudice and Bias;
Power and Influence;
Personal Characteristics;
Familiarity;
Cognition and Thinking;
Attitudes;
Projects;
Organizational Culture;
Organizational Change and Adaptation;
Leadership Development;
Leadership Style;
Leading Change;
Knowledge Use and Leverage;
Knowledge Sharing;
Collaborative Innovation and Invention;
Innovation and Management;
Innovation Leadership;
Design;
Interpersonal Communication;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
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Motion Pictures and Video Industry;
Motion Pictures and Video Industry;
Asia;
North and Central America;
South America;
Atlantic Ocean;
Central Asia;
Europe;
Latin America;
Middle East;
Oceania;
West Indies
Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
- 2012
- Case
Advanced Leadership Pathways: Shelly London and Ethics Education—'Strengthening Our Moral Compass'
By: Rosabeth Moss Kanter and Anne Arlinghaus
Shelly London and Ethics Education — 'Strengthening Our Moral Compass'
2009 AL Fellow
Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
Following a successful career as a Senior Vice President, Vice President, and Chief Communications Officer at two large corporate companies, Shelly London set out to promote... View Details
Keywords:
Leadership Skills;
Ethics Education;
Initiatives;
Morality;
Moral Compass;
Prima Facie;
Grassroots Movement;
Ethical Reasoning;
Decision-making;
Social Media;
Media Relations;
Family Dinner Project;
Public Conversations Project;
Laura Chasin;
Computer Games;
Video Games;
Quandary;
Organizational Structure;
Infrastructure;
Ethics;
Education;
Moral Sensibility;
Behavior;
Decision Making;
Leadership;
Innovation and Management;
Education Industry;
Service Industry;
North and Central America
- March 2012
- Case
Angry Birds
By: Sunil Gupta and Dharmishta Rood
Within months of its launch in December 2009, Angry Birds, a mobile game created by a small Finnish company, Rovio Entertainment Ltd., became an international hit. By late 2011, Rovio was not only making Angry Birds games for the iPhone, Android and other mobile...
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Keywords:
Brands and Branding;
Marketing Strategy;
Diversification;
Expansion;
Video Game Industry;
Finland
Gupta, Sunil, and Dharmishta Rood. "Angry Birds." Harvard Business School Case 512-033, March 2012.
- Article
Entry into Platform-based Markets
By: Feng Zhu and Marco Iansiti
This paper examines the relative importance of platform quality, indirect network effects, and consumer expectations on the success of entrants in platform-based markets. We develop a theoretical model and find that an entrant's success depends on the strength of...
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Keywords:
Platform-based Markets;
Winnter-take-all;
First-mover Advantage;
Indirect Network Effects;
Video Game Industry;
Quality;
Network Effects;
Market Entry and Exit;
Digital Platforms;
Motion Pictures and Video Industry
Zhu, Feng, and Marco Iansiti. "Entry into Platform-based Markets." Strategic Management Journal 33, no. 1 (January 2012): 88–106.
- September 2011 (Revised March 2014)
- Case
Brightcove, Inc. in 2007
By: Andrei Hagiu and David B. Yoffie
Brightcove, a technology and services provider to content owners in the Internet television field, aimed to become a media distribution company in its own right. On October 30, 2006, it relaunched its Website—and, in effect, its business. With its new, consumer-facing...
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Keywords:
Competition;
Entrepreneurship;
Investment;
Diversification;
Digital Platforms;
Business Strategy;
Internet and the Web;
Business Model;
Distribution;
Motion Pictures and Video Industry;
Motion Pictures and Video Industry
Hagiu, Andrei, and David B. Yoffie. "Brightcove, Inc. in 2007." Harvard Business School Case 712-424, September 2011. (Revised March 2014.)
- October 2010 (Revised May 2011)
- Case
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,...
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Keywords:
Mergers and Acquisitions;
Business Model;
Leadership Style;
Marketing;
Competitive Strategy;
Entertainment and Recreation Industry
Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060.
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- 2010
- Article
Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics
By: Feng Zhu and Michael Zhang
This article examines how product and consumer characteristics moderate the influence of online consumer reviews on product sales using data from the video game industry. The findings indicate that online reviews are more influential for less popular games and games...
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Keywords:
Internet Marketing;
Online Consumer Reviews;
Word Of Mouth;
Long Tail;
Internet and the Web;
Marketing Reference Programs;
Digital Marketing;
Video Game Industry
Zhu, Feng, and Michael Zhang. "Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics." Journal of Marketing 74, no. 2 (March 2010): 133–148.
- December 2009 (Revised June 2011)
- Case
Curt Schilling's Next Pitch
By: Noam T. Wasserman, Jeffrey J. Bussgang and Rachel Gordon
As his major-league pitching career was starting to wind down in 2006, baseball all-star Curt Schilling decided to become an entrepreneur. Looking to focus his tenacity and his passion for online role-playing games on a new challenge, he founded an online gaming...
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Keywords:
Mergers and Acquisitions;
Business Startups;
Decision Choices and Conditions;
Entrepreneurship;
Financing and Loans;
Leadership;
Personal Development and Career;
Groups and Teams;
Video Game Industry
Wasserman, Noam T., Jeffrey J. Bussgang, and Rachel Gordon. "Curt Schilling's Next Pitch." Harvard Business School Case 810-053, December 2009. (Revised June 2011.)
- October 2009
- Case
Digital Chocolate
By: Linda A. Hill and Alison Berkley Wagonfeld
Trip Hawkins founded Digital Chocolate in Silicon Valley in 2003 to develop outstanding games for mobile devices. By 2008, the company had expanded its operations into four countries, and Digital Chocolate was one of the top developers of soloplayer games for standard...
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Keywords:
Games, Gaming, and Gambling;
Innovation and Management;
Leading Change;
Product Development;
Groups and Teams;
Creativity;
Video Game Industry;
Video Game Industry
Hill, Linda A., and Alison Berkley Wagonfeld. "Digital Chocolate." Harvard Business School Case 410-049, October 2009.
- October 2009 (Revised July 2012)
- Case
Emotiv Systems Inc.: It's the Thoughts that Count
By: Elie Ofek, Jason Riis and Paul Hamilton
Emotiv is getting ready to launch its innovative brain-computer interfacing (BCI) technology. The company has developed a special headset, called EPOC, and highly sophisticated software that can translate a person's emotions, cognitive thoughts, and facial expressions...
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Keywords:
Technology Adoption;
Sales;
Technological Innovation;
Demand and Consumers;
Marketing Strategy;
Partners and Partnerships;
Entrepreneurship;
Forecasting and Prediction;
Product Launch;
Business Startups;
Technology Industry
Ofek, Elie, Jason Riis, and Paul Hamilton. "Emotiv Systems Inc.: It's the Thoughts that Count." Harvard Business School Case 510-050, October 2009. (Revised July 2012.)
- May 2008
- Teaching Note
Urban Video Game Academy: Getting in the Game (TN)
Teaching Note for [807122].
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- May 2008
- Supplement
Hasbro Games -- POX (A) and (B), Supporting Video
By: Elie Ofek
The video contains advertisements and media related clips regarding the launch of Hasbro's POX handheld game.
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Ofek, Elie. "Hasbro Games -- POX (A) and (B), Supporting Video." Harvard Business School Video Supplement 508-706, May 2008.
- April 2008
- Background Note
Broadband and Video Games: Playing and Winning Together
By: Stephen P. Bradley and Nancy Bartlett
This note examines the relationship between video gaming devices (console, handhelds, mobile and PC) and gaming software development. The impact of broadband, wireless technologies and other innovations are also presented.
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Keywords:
Games, Gaming, and Gambling;
Innovation and Invention;
Relationships;
Information Infrastructure;
Applications and Software;
Mobile and Wireless Technology;
Entertainment and Recreation Industry;
Technology Industry
Bradley, Stephen P., and Nancy Bartlett. "Broadband and Video Games: Playing and Winning Together." Harvard Business School Background Note 708-440, April 2008.
- 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...
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Keywords:
Business Model;
Games, Gaming, and Gambling;
Cost;
Revenue;
Product Launch;
Sales;
Competition;
Hardware;
Entertainment and Recreation Industry
Ofek, Elie. "Sony PlayStation 3: Game Over?" Harvard Business School Case 508-076, March 2008. (Revised April 2008.)
- October 2007 (Revised December 2007)
- Case
TiVo 2007: DVRs and Beyond
By: David B. Yoffie and Michael Slind
Tom Rogers, CEO of TiVo, had placed multiple strategic bets on his company. In September 2007, that strategy was due for a major test. TiVo was a maker of digital video recorder (DVR) products and a distributor of DVR technology. Rogers believed that macro-trends in...
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Keywords:
Advertising;
Business Model;
Television Entertainment;
Intellectual Property;
Lawsuits and Litigation;
Management Analysis, Tools, and Techniques;
Distribution;
Problems and Challenges;
Partners and Partnerships;
Research;
Internet;
Entertainment and Recreation Industry;
United States
Yoffie, David B., and Michael Slind. "TiVo 2007: DVRs and Beyond." Harvard Business School Case 708-401, October 2007. (Revised December 2007.)
- May 2007 (Revised April 2009)
- Case
Netflix
By: Willy C. Shih, Stephen P. Kaufman and David Spinola
Reed Hastings founded Netflix with a vision to provide a home movie service that would do a better job satisfying customers than the traditional retail rental model. But as it encouraged challenges it underwent several major strategy shifts, ultimately developing a...
View Details
Keywords:
Business Model;
Film Entertainment;
Disruptive Innovation;
Growth and Development Strategy;
Distribution Channels;
Service Delivery;
Renting or Rental;
Competitive Strategy;
Motion Pictures and Video Industry
Shih, Willy C., Stephen P. Kaufman, and David Spinola. "Netflix." Harvard Business School Case 607-138, May 2007. (Revised April 2009.)
- February 2007 (Revised August 2007)
- Case
Urban Video Game Academy: Getting in the Game
By: Lynda M. Applegate and Susan Saltrick
Urban Video Game Academy was founded to enhance the academic and career prospects of urban youth. How will its founder grow it into a sustainable business? Provides an opportunity to discuss the challenges of social entrepreneurship and how to create a sustainable...
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Keywords:
Social Entrepreneurship;
Business Model;
Social Enterprise;
Change Management;
Education;
Video Game Industry;
Video Game Industry
Applegate, Lynda M., and Susan Saltrick. "Urban Video Game Academy: Getting in the Game." Harvard Business School Case 807-122, February 2007. (Revised August 2007.)
- May 2006 (Revised November 2006)
- Case
DVD War
By: David B. Yoffie and Michael Slind
In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,...
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Keywords:
Disruption;
Entertainment;
Business History;
Intellectual Property;
Product;
Competition;
Technology Adoption;
Electronics Industry;
Entertainment and Recreation Industry
Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)