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Show Results For

  • All HBS Web  (879)
    • People  (1)
    • News  (222)
    • Research  (496)
    • Events  (8)
    • Multimedia  (6)
  • Faculty Publications  (236)
← Page 11 of 879 Results →
  • September 2021 (Revised June 2023)
  • Case

Mission edX: Balancing Social Good and Financial Sustainability

By: John J-H Kim, David J. Collis and James Barnett
In March 2021, online education platform edX considers how to achieve financial sustainability without compromising its mission to provide universal access to high-quality education. View Details
Keywords: Business Model; Education; Values and Beliefs; Internet and the Web; Financial Strategy; Mission and Purpose; Education Industry; United States
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Kim, John J-H, David J. Collis, and James Barnett. "Mission edX: Balancing Social Good and Financial Sustainability." Harvard Business School Case 322-010, September 2021. (Revised June 2023.)
  • April 2010 (Revised June 2011)
  • Background Note

Television Competes for a Digital Audience

By: Stephen P. Bradley and Nancy Bartlett
In the face of major disruption in the industry television networks have sought new revenue sources, implemented cost-cutting measures and strategized on ways to monetize online access to content. Programming changes, new advertising strategies, and deals via online... View Details
Keywords: Television Entertainment; Marketing Strategy; Media and Broadcasting Industry
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Bradley, Stephen P., and Nancy Bartlett. "Television Competes for a Digital Audience." Harvard Business School Background Note 710-476, April 2010. (Revised June 2011.)
  • 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... View Details
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; Digital Marketing; 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; Digital 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 and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; 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
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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.)
  • 30 Mar 2021
  • Video

Garage Finalist in 2021 New Venture Competition Student Business Track

  • 20 Oct 2015
  • News

This could be the next 'subprime mortgage crisis'

  • November 2017
  • Teaching Note

Tencent

By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426. 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... 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 Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; 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; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; 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; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Value Creation; Emerging Markets; Product Development; Segmentation; Business Units; Communication; Profit; 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)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 2017.
  • 27 Mar 2024
  • News

Behind the Research: Isamar Troncoso

  • October 2011
  • Supplement

An Interview with Jack Hughes, Founder and Chairman of TopCoder

By: David A. Garvin
TopCoder's crowdsourcing-based business model, in which software is developed through online tournaments, is presented. The case highlights how TopCoder has created a unique two-sided innovation platform consisting of a global community of over 225,0000 developers who... View Details
Keywords: Growth and Development; Technological Innovation; Problems and Challenges; Motivation and Incentives; Competition; Online Technology; Information Technology Industry
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Garvin, David A. "An Interview with Jack Hughes, Founder and Chairman of TopCoder." Harvard Business School Video Supplement 312-708, October 2011.
  • Research Summary

Overview

By: Isamar Troncoso
Professor Troncoso's research explores problems related to digital marketplaces and AI applications in marketing, and combines toolkits from econometrics, causal inference, and machine learning. She has studied how different platform design choices can lead to... View Details
  • October 2011
  • Supplement

Jack Hughes, Founder and Chairman of TopCoder, In-class comments 4/8/11

By: David A. Garvin
TopCoder's crowdsourcing-based business model, in which software is developed through online tournaments, is presented. The case highlights how TopCoder has created a unique two-sided innovation platform consisting of a global community of over 225,000 developers who... View Details
Keywords: Business Model; Growth and Development; Technological Innovation; Problems and Challenges; Motivation and Incentives; Competition; Online Technology; Information Technology Industry
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Garvin, David A. "Jack Hughes, Founder and Chairman of TopCoder, In-class comments 4/8/11." Harvard Business School Video Supplement 312-709, October 2011.
  • 27 Aug 2015
  • Video

MBA student starts up a social enterprise

    Jeff Fossett

    Jeff Fossett is a doctoral student in the Technology and Operations Management Unit at Harvard Business School. He is interested in economic and policy questions related to technology platforms and online marketplaces. Previously, Jeff was a member of the Data Science... View Details
    Keywords: information technology industry
    • 25 Jan 2016
    • Working Paper Summaries

    Racial Discrimination in the Sharing Economy: Evidence from a Field Experiment

    Keywords: by Benjamin G. Edelman, Michael Luca & Daniel Svirsky; Tourism; Travel; Technology
    • 28 May 2014
    • Video

    Sal Khan - Making A Difference

    • 27 Jul 2023
    • Blog Post

    Buy Big, Sell Small

    distribution model by providing a digital platform where shop owners can order fast-moving consumer goods online or by phone from local wholesalers who combine their orders with others from nearby kiranas.... View Details
    • April 2009 (Revised November 2012)
    • Case

    Sermo, Inc.

    By: Thomas R. Eisenmann and Lars Peter Christian Nielsen
    Sermo operates the leading online professional network for physicians in the United States. Doctors use Sermo free of charge to post surveys regarding diagnostic and treatment concerns and to discuss these concerns, as well as challenges with managing their practices.... View Details
    Keywords: Entrepreneurship; Health Care and Treatment; Knowledge Sharing; Two-Sided Platforms; Conflict and Resolution; Social and Collaborative Networks; United States
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    Eisenmann, Thomas R., and Lars Peter Christian Nielsen. "Sermo, Inc." Harvard Business School Case 809-142, April 2009. (Revised November 2012.)
    • March 2010 (Revised April 2014)
    • Case

    American Well: The Doctor Will E-See You Now

    By: Elie Ofek and Ron Laufer
    What is next for healthcare IT provider American Well, whose innovative Online Care technology allows physicians to deliver care to patients online in real time? Using American Well's platform, patients with non-emergency health concerns can communicate with physicians... View Details
    Keywords: Entrepreneurship; Health Care and Treatment; Technological Innovation; Growth and Development Strategy; Market Entry and Exit; Service Delivery; Online Technology; Health Industry
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    Ofek, Elie, and Ron Laufer. "American Well: The Doctor Will E-See You Now." Harvard Business School Case 510-061, March 2010. (Revised April 2014.)
    • 2014
    • Working Paper

    Digital Discrimination: The Case of Airbnb.com

    By: Benjamin Edelman and Michael Luca
    Online marketplaces often contain information not only about products, but also about the people selling the products. In an effort to facilitate trust, many platforms encourage sellers to provide personal profiles and even to post pictures of themselves. However,... View Details
    Keywords: Prejudice and Bias; Internet and the Web; Race; Trust; Renting or Rental; Accommodations Industry; Real Estate Industry
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    Edelman, Benjamin, and Michael Luca. "Digital Discrimination: The Case of Airbnb.com." Harvard Business School Working Paper, No. 14-054, January 2014.
    • February 2006
    • Case

    Millions of Customers and the Search for a Business: the Challenge of IRC-Hispano

    Like many online services, IRC-Hispano, the world's largest Spanish-language chat organization, has many customers but sees few revenues. As an association, its structure presents many limitations and hurdles to overcome involving investing in technology platform... View Details
    Keywords: Customer Value and Value Chain; Decision Choices and Conditions; Digital Platforms; Technology Adoption; Internet and the Web; Organizational Structure; Technological Innovation; Revenue; Web Services Industry; Technology Industry; Spain
    Citation
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    Martinez-Jerez, Francisco de Asis, Fernando de Barrajo, and Joshua Bellin. "Millions of Customers and the Search for a Business: the Challenge of IRC-Hispano." Harvard Business School Case 106-053, February 2006.
    • 05 May 2015
    • News

    HBX Announces Additional Agreements with Liberal Arts Colleges

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