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All HBS Web
(869)
- Faculty Publications (251)
- July 2004 (Revised July 2005)
- Case
Activision: The 'Kelly Slater's Pro Surfer' Project
By: Alan D. MacCormack, Enrico D"Angelo and Kerry Herman
Mike Ward, the producer in charge of developing the Kelly Slater's Pro Surfer game for Activision, must decide whether to launch the game in time for the 2002 Christmas season. Complicating his decision are the lukewarm response from consumers to TV test spots of the...
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Keywords:
Games, Gaming, and Gambling;
Product Development;
Customer Satisfaction;
Projects;
Business or Company Management;
Product Launch;
Marketing Strategy;
Decision Choices and Conditions;
Industry Structures;
Innovation Strategy;
Entertainment and Recreation Industry;
United States
MacCormack, Alan D., Enrico D"Angelo, and Kerry Herman. "Activision: The 'Kelly Slater's Pro Surfer' Project." Harvard Business School Case 605-020, July 2004. (Revised July 2005.)
- June 2004 (Revised June 2006)
- Case
Scientific-Atlanta, Inc.
Scientific-Atlantia (S-A), a leading manufacturer of cable TV equipment, is confronting strategic challenges in mid-2004. For decades, cable operators have faced high switching costs that have locked them into exclusive supply relationships with either S-A or its...
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Keywords:
Technological Innovation;
Competition;
Industry Structures;
Television Entertainment;
Duopoly and Oligopoly;
Manufacturing Industry;
Media and Broadcasting Industry
Eisenmann, Thomas R. "Scientific-Atlanta, Inc." Harvard Business School Case 804-191, June 2004. (Revised June 2006.)
- March 2004 (Revised September 2005)
- Case
RealNetworks Rhapsody
By: Thomas R. Eisenmann and Steven Carpenter
Examines RealNetwork's (Real's) strategy for the rapidly emerging online music market. In contrast to rivals who sell individual copies of songs, Real offers online music on a subscription basis. For a $10 monthly fee, subscribers to Real's Rhapsody service have...
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Keywords:
Internet and the Web;
Competitive Advantage;
Distribution Channels;
Music Entertainment;
Ownership;
Service Industry;
Retail Industry;
Music Industry
Eisenmann, Thomas R., and Steven Carpenter. "RealNetworks Rhapsody." Harvard Business School Case 804-142, March 2004. (Revised September 2005.)
- 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;
Entertainment and Recreation Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- December 2003
- Case
Fox Bids for the NFL-1993
By: Bharat N. Anand and Catherine M. Conneely
The Fox television network, launched in 1987 by Rupert Murdoch's News Corp. was in a precarious position in 1993. Although it had met its business plan targets, its ratings in the recently concluded November "sweeps" were indifferent, several of its newly launched...
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Keywords:
Valuation;
Competitive Strategy;
Financial Reporting;
Bids and Bidding;
Revenue;
Television Entertainment;
Media and Broadcasting Industry
Anand, Bharat N., and Catherine M. Conneely. "Fox Bids for the NFL-1993." Harvard Business School Case 704-443, December 2003.
- 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.)