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- All HBS Web (218)
- Faculty Publications (78)
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- 2004
- Case
Hasbro Interactive
By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically.... View Details
Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
- April 2006 (Revised May 2007)
- Case
Apple Computer, 2006
By: David B. Yoffie and Michael Slind
Apple has reaped the benefits of its innovative music player, the iPod. However, its PC and server business continue to hold small market share relative to the worldwide computer over the past few years. Will the iPod lure new users to the Mac? Will Apple be able to... View Details
Keywords: Technological Innovation; Product Positioning; Performance Evaluation; Information Infrastructure; Music Entertainment; Time Management; Information Technology Industry
Yoffie, David B., and Michael Slind. "Apple Computer, 2006." Harvard Business School Case 706-496, April 2006. (Revised May 2007.)
- April 2010 (Revised July 2014)
- Case
Apple Inc. in 2010
By: David B. Yoffie and Renee Kim
On April 4, 2010, Apple Inc. launched the iPad, the company's third major innovation released over the last decade under its iconic CEO Steve Jobs. Apple's strategy of shifting its business into non-PC products had thrived so far, driven by the smashing success of the... View Details
Keywords: Technological Innovation; Product Launch; Product Positioning; Competition; Corporate Strategy; Computer Industry; Electronics Industry
Yoffie, David B., and Renee Kim. "Apple Inc. in 2010." Harvard Business School Case 710-467, April 2010. (Revised July 2014.)
- 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... View Details
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.)
- February 2000 (Revised April 2001)
- Case
CNET 2000
By: Thomas R. Eisenmann and Pauline M Fischer
CNET's managers explain the strategic analysis that led to their decision to increase their annual marketing budget from $1 million to $100 million. CNET is an online information intermediary that helps consumers make purchase decisions about PC hardware and software,... View Details
Keywords: Entrepreneurship; Corporate Strategy; Budgets and Budgeting; Financial Strategy; Decisions; Growth and Development; Customer Focus and Relationships; Business Divisions; Marketing Strategy; Distribution Channels; Consumer Behavior; Online Technology; Information Technology Industry
Eisenmann, Thomas R., and Pauline M Fischer. "CNET 2000." Harvard Business School Case 800-284, February 2000. (Revised April 2001.)
- July 2014 (Revised August 2015)
- Case
Qihoo
By: Feng Zhu
Qihoo, one of the largest Internet companies in China today, was founded in 2005. The company started its business by offering a security software product, and quickly dominated the market in China after its unusual move of giving its product away for free in 2009.... View Details
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the... View Details
Keywords: Tencent; Tencent Holdings; WeChat; Social Networking; Social Networks; Gaming; Gaming Industry; Video Games; Computer Games; Mobile Gaming; Portals; Payments; Mobile Payments; O2O; Online-to-offline; E-commerce; Messaging; Subscription Model; Freemium; Mobile App Industry; Smartphone; PC; Monetization Strategy; Antitrust; Streaming; Cloud Computing; Artificial Intelligence; Big Data; Alibaba; Facebook; JD.com; Tesla; Bundling; Synergies; Digital Strategy; Imitation; Licensing; Agility; Entry Barriers; Online Platforms; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Conglomerates; Business Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; Revenue; Geographic Scope; Cross-Cultural and Cross-Border Issues; Global Strategy; Multinational Firms and Management; Globalized Markets and Industries; Business History; Innovation Strategy; Technological Innovation; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Product Positioning; Social Marketing; Network Effects; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; Service Delivery; Organizational Change and Adaptation; Organizational Structure; Public Ownership; Problems and Challenges; Business and Government Relations; Groups and Teams; Networks; Opportunities; Social and Collaborative Networks; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Cooperation; Corporate Strategy; Diversification; Expansion; Horizontal Integration; Vertical Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; Communications Industry; Entertainment and Recreation Industry; Financial Services Industry; Information Industry; Information Technology Industry; Media and Broadcasting Industry; Motion Pictures and Video Industry; Music Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; Web Services Industry; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- January 2010 (Revised April 2011)
- Case
Google Inc.
By: Benjamin Edelman and Thomas R. Eisenmann
Describes Google's history, business model, governance structure, corporate culture, and processes for managing innovation. Reviews Google's recent strategic initiatives and the threats they pose to Yahoo, Microsoft, and others. Asks what Google should do next. One... View Details
Keywords: Digital Marketing; Business Model; Growth and Development Strategy; Network Effects; Mission and Purpose; Expansion; Internet and the Web; Information Technology Industry
Edelman, Benjamin, and Thomas R. Eisenmann. "Google Inc." Harvard Business School Case 910-036, January 2010. (Revised April 2011.) (Winner of ECCH 2011 Award for Outstanding Contribution to the Case Method - Strategy and General Management.)
- August 2007 (Revised September 2008)
- Case
Marketing the "$100 Laptop" (A)
By: John A. Quelch and Carin-Isabel Knoop
In 2002, Professor Nicholas Negroponte, a successful venture capitalist, author, and co-founder and chairman emeritus of the Massachusetts Institute of Technology (MIT) Media Lab, announced his intention to build a PC so cheap as to make it possible to provide... View Details
Keywords: Venture Capital; Internet and the Web; Information Technology; Product Development; Technological Innovation; Nonprofit Organizations; Marketing Strategy; Information Infrastructure; Developing Countries and Economies; Manufacturing Industry; Information Technology Industry; Computer Industry; Cambridge
Quelch, John A., and Carin-Isabel Knoop. Marketing the "$100 Laptop" (A). Harvard Business School Case 508-024, August 2007. (Revised September 2008.)
- October 1991 (Revised July 1993)
- Case
Bill Gates and the Management of Microsoft
In July 1991, Microsoft has achieved record growth and profitability in the PC software industry. The case focuses on Microsoft's founder and CEO, Bill Gates, and his top management team, as they seek to retain the innovation and spirit of a small company in a rapidly... View Details
Keywords: Organizational Change and Adaptation; Growth Management; Organizational Culture; Personal Development and Career; Information Technology Industry; United States
Rosenzweig, Philip M. "Bill Gates and the Management of Microsoft." Harvard Business School Case 392-019, October 1991. (Revised July 1993.)
- 05 Jul 2006
- Working Paper Summaries
Economic and Technical Drivers of Technology Choice: Browsers
- November 2006 (Revised February 2007)
- Case
Microsoft Xbox: Changing the Game?
By: Andrei Hagiu
In September 1999, the Microsoft Xbox team was wondering which strategic choices would give it the best chance against the upcoming Sony PlayStation 2. Initially called "Project Midway" within Microsoft, the console project was intended to counter the perceived threat... View Details
Keywords: Customers; Recruitment; Leadership; Management Teams; Multi-Sided Platforms; Two-Sided Platforms; Production; Strategy; Competition; Expansion; Video Game Industry; Texas
Hagiu, Andrei. "Microsoft Xbox: Changing the Game?" Harvard Business School Case 707-501, November 2006. (Revised February 2007.)
- May 2002 (Revised October 2002)
- Case
Dell--New Horizons
By: V. Kasturi Rangan and Marie Bell
Founded in 1984, Dell Corp. has achieved phenomenal growth, and by 2000 had topped $25 billion in sales and over $2 billion in net income. In the 4th quarter of 2000, however, the PC industry's average 30-year growth rate crashed to a negative 10%. Dell must make... View Details
Keywords: History; Decisions; Product Positioning; Marketing Strategy; Framework; Globalization; Brands and Branding; Computer Industry; Technology Industry; United States
Rangan, V. Kasturi, and Marie Bell. "Dell--New Horizons." Harvard Business School Case 502-022, May 2002. (Revised October 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... View Details
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.)
- March 1998 (Revised March 1999)
- Case
Dell Online
By: V. Kasturi Rangan and Marie Bell
Dell started online commerce for its PCs in 1996, and by 1997 had achieved a sales rate of $3 million a day. The case describes the internal process that led to these dramatic results and poses the question of how the firm should leverage this activity to meet Michael... View Details
Keywords: Consumer Behavior; Market Transactions; Goals and Objectives; Business Processes; Distribution Channels; Internet and the Web; Information Infrastructure; Competitive Advantage; Computer Industry; Retail Industry
Rangan, V. Kasturi, and Marie Bell. "Dell Online." Harvard Business School Case 598-116, March 1998. (Revised March 1999.)
- 29 Feb 2000
- Research & Ideas
Whence IT Value?
This fits pretty well with what we've observed about IT. While the percolation argument makes sense and is appealing, I believe there's something else going on. The jumps in inventory turns and output line up very nicely with the era of networked computing. Remember,... View Details
Keywords: by Andrew McAfee
- November 1998 (Revised February 1999)
- Case
Microsoft Office: Finding the Suite Spot
By: Stefan H. Thomke and Steven Sinofsky
Describes a key decision-making process within Microsoft's Office products division. At a time when the PC software business has a great deal of uncertainty, Microsoft's management has to make a key decision regarding the future of software suites. A strengthening of... View Details
Keywords: Decisions; Applications and Software; Strategic Planning; Organizational Design; Organizational Change and Adaptation; Product Development; Managerial Roles; Growth and Development Strategy; Risk and Uncertainty; Goals and Objectives; Digital Platforms; Innovation and Management; Computer Industry; Information Technology Industry
Thomke, Stefan H., and Steven Sinofsky. "Microsoft Office: Finding the Suite Spot." Harvard Business School Case 699-046, November 1998. (Revised February 1999.)
- July 2008 (Revised April 2009)
- Case
Advanced Micro Devices: Competing in the Shadow of a Giant (A)
By: Willy C. Shih and Andrew A. King
As the only significant competitor to Intel Corporation in PC microprocessors, Advanced Micro Devices faced daunting investment choices. Not only did it have to fund microprocessor design teams, it also had to fund silicon process R&D, and it faced huge capital... View Details
Keywords: Investment; Operations; Partners and Partnerships; Competitive Strategy; Technology Industry
Shih, Willy C., and Andrew A. King. "Advanced Micro Devices: Competing in the Shadow of a Giant (A)." Harvard Business School Case 609-002, July 2008. (Revised April 2009.)
- September 2013
- Case
PadFone vs. FonePad
By: Willy Shih and Sen Chai
To Jonney Shih, Chairman of ASUSTek Computer, the introduction of Apple's iPad made clear the need to transition his company to a new cloud-computing era. But the company's roots in the manufacture of Windows-powered desktop and notebook PCs bounded the creativity of... View Details
Keywords: Mobile Phones; Smartphone; Tablet Computer; Android; Recombination; Design Thinking; Innovation and Invention; Innovation and Management; Innovation Strategy; Technological Innovation; Growth and Development Strategy; Strategy; Adaptation; Business Strategy; Commercialization; Competitive Strategy; Information Technology; Internet and the Web; Mobile and Wireless Technology; Information Technology Industry; Computer Industry; Communications Industry; Technology Industry; Asia; Taiwan; Europe; United States
Shih, Willy, and Sen Chai. "PadFone vs. FonePad." Harvard Business School Case 614-023, September 2013.
- October 2009
- Simulation
Strategy Simulation: Competitive Dynamics and Wintel
In this online simulation students study the dynamics of cooperation and competition between two markedly different businesses that both rely on the flow of PC sales. Playing the role of Microsoft or Intel, students determine product release schedules and pricing, as... View Details