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- December 2020
- Case
eXp Realty and the Virbela platform
By: Prithwiraj Choudhury, Jan Bena, David Rowat and Emma Salomon
As he considered his plans for the future, Glenn Sanford, CEO of eXp World Holdings, Inc., faced an exciting conundrum. He had built the first all-remote real estate brokerage firm, eXp Realty, which had been growing exponentially and was thriving, even amidst the...
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- September 2020
- Case
Apple Bets on Augmented Reality
By: Rory McDonald, David Lane and Mel Martin
In 2020, augmented reality (AR) was still a nascent technology with blockbuster potential, one which Apple was actively developing as its iPhone franchise waned. But the emergence of AR was uneven, including the disappointing Google Glass and the unexpected viral...
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Keywords:
Augmented Reality;
industry Structures;
Product Development;
Commercialization;
Competition;
Corporate Strategy;
Diversification;
Technology;
Technology Adoption;
Information Technology industry;
Technology industry;
video game industry
McDonald, Rory, David Lane, and Mel Martin. "Apple Bets on Augmented Reality." Harvard Business School Case 621-007, September 2020.
- September 2020
- Case
Hot Wheels: Launching The Mixed Play Experience
By: Elie Ofek, Andres Terech and Nicole Tempest Keller
Chris Down, Global Brand General Manager for Hot Wheels, and his team from the Advanced Play Group within Mattel, Inc., had developed an entirely new “mixed play” product experience that blended familiar Hot Wheels play in the physical world with breakthrough play in...
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Keywords:
Toys;
Go-to-market Strategy;
Product Development;
Technological Innovation;
Product Launch;
Product Positioning;
Decision Making;
Marketing;
Strategy;
Los Angeles
Ofek, Elie, Andres Terech, and Nicole Tempest Keller. "Hot Wheels: Launching The Mixed Play Experience." Harvard Business School Case 521-017, September 2020.
- July 2020 (Revised November 2020)
- Case
Pricing at Netflix
By: Elie Ofek, Marco Bertini, Oded Koenigsberg and Amy Klopfenstein
Since its launch in 1998 as “the Amazon.com of DVDs,” Netflix had evolved from a DVD rental company to a video streaming platform and producer of original films and television shows. As the company matured, it regularly increased prices and adjusted its product...
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Keywords:
Pricing;
Marketing;
Marketing Strategy;
Entertainment;
Film Entertainment;
Television Entertainment;
Finance;
Price;
Strategy;
Competition;
Competitive Strategy;
Business Strategy;
Adaptation;
Technology;
Internet;
Online Technology;
Technology Platform;
Customers;
Customer Satisfaction;
Customer Value And Value Chain;
Entertainment And Recreation industry;
North And Central America;
United States
Ofek, Elie, Marco Bertini, Oded Koenigsberg, and Amy Klopfenstein. "Pricing at Netflix." Harvard Business School Case 521-004, July 2020. (Revised November 2020.)
- June 2020
- Case
Extended Reality Extends into Enterprise?
By: David B. Yoffie, Kaushal Jain, Amy Villasenor, Vicky Xu and Annie Yang
While the growth of virtual reality started in gaming, the industry was increasingly focused on enterprise applications in 2020. This note explores the market opportunities and challenges for virtual reality and augmented reality in the enterprise, while diving into a...
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- 2020
- Working Paper
Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics
By: Cheng Gao and Rory McDonald
In nascent industries—whose new technologies are often poorly understood by regulators—contending with regulatory uncertainty can be crucial to organizational survival and growth. Prior research on nonmarket strategy largely focuses on established firms in mature...
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Keywords:
Technological Change;
Innovation;
Qualitative Methods;
Entrepreneurship;
Technological Innovation;
Governing Rules, Regulations, And Reforms;
Risk And Uncertainty;
Strategy
Gao, Cheng, and Rory McDonald. "Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics." Harvard Business School Working Paper, No. 20-095, March 2020.
- January 2020
- Case
Ninja: Which Platform Wins Esports' Biggest Star?
By: Anita Elberse and Michal T. Leszczynski
It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...
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Keywords:
Esports;
Platforms;
Superstar;
games, gaming, And Gambling;
Online Technology;
Personal Development And Career;
Decision Making;
video game industry;
Technology industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- January 2020
- Teaching Plan
Nike: Changing the Sneakers Game (Video Playlist)
By: Anita Elberse
Teaching Note for HBS No. 519-039.
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- January 2020 (Revised July 2020)
- Supplement
MoviePass: The 'Get Big Fast' Strategy
By: Benjamin C. Esty and Daniel Fisher
In August 2017, MoviePass dramatically lowered its subscription price from $50 per month to just $10 for up to one movie per day. The idea was to rapidly scale the business to the point where they could generate incremental revenue streams form related businesses...
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Keywords:
Market Entry;
Growth Strategy;
Profit Vs. Growth;
Subscription Business;
Cash Burn;
Data Analytics;
Get-big-fast;
Buyer Power;
Strategy Implementation;
Movie Industry;
Racing;
Business Strategy;
Value Creation;
Consolidation;
Cash Flow;
Growth Management;
Business Startups;
Entrepreneurship;
Disruptive Innovation;
Mobile Technology;
Motion Pictures And video industry;
Entertainment And Recreation industry;
Advertising industry;
Information industry;
United States
- November 2019
- Teaching Note
Actera Group: Investing in Mars Cinema Group (A) and (B)
By: Victoria Ivashina and Jeffrey Boyar
In summer of 2010, Murat Çavuşoğlu (HBS MBA 1994) led private equity firm Actera Group’s investment in Mars Cinema Group (Mars), the leading movie exhibitor in Turkey. Immediately after acquiring Mars and merging it with the second larger player in the market, AFM,...
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- October 2019 (Revised October 2019)
- Case
Epic Games
By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive...
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Keywords:
Industry Analysis;
Video Games;
Platforms;
Comparative Advantage;
Growth Strategy;
Innovation Focused Strategy;
Pricing Strategy;
Strategy;
Competition;
Growth And Development Strategy;
Innovation Strategy;
games, gaming, And Gambling;
Technology industry
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- September 2019
- Case
Building a Meritocracy at Alghanim Industries
By: Paul M. Healy, Susanna Gallani and Esel Cekin
Healy, Paul M., Susanna Gallani, and Esel Cekin. "Building a Meritocracy at Alghanim Industries." Harvard Business School Multimedia/Video Case 120-702, September 2019.
- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
Whatsapp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
Social Networking;
Gaming;
Gaming Industry;
Computer Games;
Mobile Gaming;
Messaging;
Monetization Strategy;
Advertising;
Online Advertising;
Business Ventures;
Acquisition;
Mergers And Acquisitions;
Business Growth And Maturation;
Business Headquarters;
Business Organization;
For-profit Firms;
Trends;
Communication;
Communication Technology;
Forms Of Communication;
Interactive Communication;
Interpersonal Communication;
Talent And Talent Management;
Crime And Corruption;
Voting;
Demographics;
Entertainment;
games, gaming, And Gambling;
Moral Sensibility;
Values And Beliefs;
Initial Public Offering;
Profit;
Revenue;
Geography;
Geographic Location;
Global Range;
Local Range;
Country;
Cross-cultural And Cross-border Issues;
Globalized Firms And Management;
Globalized Markets And industries;
Governing Rules, Regulations, And Reforms;
Government And Politics;
International Relations;
National Security;
Political Elections;
Business History;
Recruitment;
Selection And Staffing;
Information Management;
Information Publishing;
News;
Newspapers;
Innovation And Management;
Innovation Strategy;
Technological Innovation;
Knowledge Dissemination;
Human Capital;
Law;
Leadership Development;
Leadership Style;
Leading Change;
Business Or Company Management;
Crisis Management;
Goals And Objectives;
Growth And Development Strategy;
Growth Management;
Management Practices And Processes;
Management Style;
Management Systems;
Management Teams;
Managerial Roles;
Marketing Channels;
Social Marketing;
Network Effects;
Market Entry And Exit;
Market Platforms;
Two-sided Platforms;
Marketplace Matching;
industry Growth;
industry Structures;
Monopoly;
Media;
Product Development;
Service Delivery;
Corporate Social Responsibility And Impact;
Mission And Purpose;
Organizational Change And Adaptation;
Organizational Culture;
Organizational Structure;
Public Ownership;
Problems And Challenges;
Business And Community Relations;
Business And Government Relations;
Groups And Teams;
Networks;
Rank And Position;
Opportunities;
Behavior;
Emotions;
Identity;
Power And Influence;
Prejudice And Bias;
Reputation;
Social And Collaborative Networks;
Status And Position;
Trust;
Society;
Civil Society Or Community;
Culture;
Public Opinion;
Social Issues;
Societal Protocols;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Customization And Personalization;
Diversification;
Expansion;
Horizontal Integration;
Segmentation;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Software;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Wireless Technology;
Valuation;
Advertising industry;
Communications industry;
Entertainment And Recreation industry;
Information industry;
Information Technology industry;
Journalism And News industry;
Media And Broadcasting industry;
Service industry;
Technology industry;
Telecommunications industry;
video game industry;
United States;
California;
Sunnyvale;
Russia
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
- June 2019 (Revised September 2019)
- Case
Parrot: Navigating the Nascent Drone Industry
By: Rory M. McDonald, Emilie Billaud and Vincent Dessain
In 2018, Henri Seydoux, CEO and Founder of Parrot, believed that his company was at an inflection point in its history. Parrot had been a European leader in consumer electronics since the 1990s, first developing Bluetooth kits for cars before moving on to electronic...
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Keywords:
Forecasting And Prediction;
Disruption;
Entrepreneurship;
Corporate Strategy;
Technological Innovation;
Leading Change;
Competitive Advantage;
Technology;
Competitive Strategy;
Consumer Products industry;
Electronics industry;
Entertainment And Recreation industry;
Motion Pictures And video industry;
Technology industry;
video game industry;
Europe;
France;
Paris
McDonald, Rory M., Emilie Billaud, and Vincent Dessain. "Parrot: Navigating the Nascent Drone Industry." Harvard Business School Case 619-085, June 2019. (Revised September 2019.)
- May 2019 (Revised January 2020)
- Case
The Video-Streaming Wars in 2019: Can Disney Catch Netflix?
By: Anita Elberse and Monica Cody
Bob Iger, CEO of entertainment conglomerate Disney, thrilled investors with details about Disney’s upcoming foray into video streaming in April 2019. Disney’s move was only the latest in a series of actions taken by new and established entertainment companies in a...
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Keywords:
Television;
Entertainment;
Media;
Television Entertainment;
Management;
Strategy;
Disruption;
Technology;
Competition;
Media And Broadcasting industry;
Entertainment And Recreation industry
Elberse, Anita, and Monica Cody. "The Video-Streaming Wars in 2019: Can Disney Catch Netflix?" Harvard Business School Case 519-094, May 2019. (Revised January 2020.)
- March 2019 (Revised July 2020)
- Case
MoviePass: The 'Get Big Fast' Strategy
By: Benjamin C. Esty and Daniel W. Fisher
In August 2017, MoviePass dramatically lowered its subscription price from $50 per month to just $10 for up to one movie per day. The idea was to rapidly scale the business to the point where they could generate incremental revenue streams from related businesses...
View Details
Keywords:
Market Entry;
Growth Strategy;
Profit Vs. Growth;
Subscription Business;
Cash Burn;
Data Analytics;
Get-big-fast;
Buyer Power;
Strategy Implementation;
Movie Industry;
Racing;
Entrepreneurship;
Market Entry And Exit;
Growth And Development Strategy;
Business Strategy;
Value Creation;
Disruption;
Motion Pictures And video industry;
United States
Esty, Benjamin C., and Daniel W. Fisher. "MoviePass: The 'Get Big Fast' Strategy." Harvard Business School Case 719-455, March 2019. (Revised July 2020.)
- March 2019 (Revised March 2020)
- Case
Choosing the Right Esports Business Model
By: David Collis and Alexander MacKay
Two esports entrepreneurs must choose on which business model to focus their time and money. After successfully launching an online esports coaching platform, a number of new opportunities emerge in the rapidly growing esports space that now has close to one billion...
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Keywords:
Entrepreneurial Ecosystems;
Business Development;
Business Ventures;
Entrepreneurship;
Business Model;
Management;
Strategy;
Sports;
Entertainment And Recreation industry;
Information Technology industry;
Media And Broadcasting industry;
Sports industry;
video game industry;
North And Central America;
Europe;
Asia
Collis, David, and Alexander MacKay. "Choosing the Right Esports Business Model." Harvard Business School Case 719-459, March 2019. (Revised March 2020.)
- February 2019 (Revised July 2019)
- Case
MoviePass
By: Willy C. Shih
Mitch Lowe, the CEO of MoviePass, was having trouble convincing people of the viability of the company's business model. The company was building a multi-sided platform and was planning to extract value from increasing traffic to movie theaters through a number of...
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Keywords:
Start-up;
Start-up Growth;
Start-ups;
Business Model Innovation;
Business Model;
Innovation And Invention;
Multi-sided Platforms;
Business Startups;
Planning;
Motion Pictures And video industry;
United States
Shih, Willy C. "MoviePass." Harvard Business School Case 619-052, February 2019. (Revised July 2019.)
- 2020
- Working Paper
A Preference for Revision Absent Objective Improvement
Things change. Things also get changed—often. Why? The obvious reason is that revising things often makes them better. We document a less obvious reason: revising things makes consumers think they are better, even absent objective improvement. Eleven...
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Garcia-Rada, Ximena, Leslie John, Ed O’Brien, and Michael I. Norton. "A Preference for Revision Absent Objective Improvement." Harvard Business School Working Paper, No. 19-087, February 2019. (Revised April 2020.)
- 2019
- Working Paper
Judgment Aggregation in Creative Production: Evidence from the Movie Industry
By: Hong Luo, Jeffrey T. Macher and Michael Wahlen
This paper studies a novel, light-touch approach to aggregate judgment from a large number of industry experts on ideas that they encounter in their normal course of business. Our context is the movie industry, in which customer appeal is difficult to predict and...
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Keywords:
Judgment Aggregation;
Creativity;
Film Entertainment;
Judgments;
Motion Pictures And video industry
Luo, Hong, Jeffrey T. Macher, and Michael Wahlen. "Judgment Aggregation in Creative Production: Evidence from the Movie Industry." Harvard Business School Working Paper, No. 19-082, January 2019. (Revised September 2019.)