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Show Results For
- All HBS Web
(485)
- News (49)
- Research (335)
- Events (5)
- Multimedia (4)
- Faculty Publications (215)
- March 1998 (Revised November 1999)
- Case
USA TODAY Online
By: John A. Deighton and Anthony St. George
How should USA TODAY use its brand franchise to build a publishing business on the World Wide Web? Advertising Age described the first steps as "a case study in how not to do it," but by the end of 1997 USA TODAY Online is the most visited news site on the Web. Now the... View Details
Keywords: Digital Marketing; Design; Profit; Revenue; Brands and Branding; Marketing Strategy; Internet and the Web; Information Industry
Deighton, John A., and Anthony St. George. "USA TODAY Online." Harvard Business School Case 598-133, March 1998. (Revised November 1999.) (request a courtesy copy.)
- TeachingInterests
The Business of Entertainment, Media, and Sports (MBA)
By: Anita Elberse
This second-year MBA course is primarily designed for students pursuing a career in the entertainment, media and sports sectors -- including film, television, music, publishing, video games, the performing arts, sports, fashion, and advertising -- or who plan to work... View Details
- October 2015
- Case
Facebook: The First Ten Years
By: Shane Greenstein, Marco Iansiti and Christine Snively
Facebook celebrated its ten year anniversary in February 2014. Over the past decade it has grown into the largest social network in the world with one billion users. After filing an IPO in 2012 at a $104 billion valuation (the third largest IPO in U.S. history), the... View Details
- 28 Feb 2017
- First Look
First Look at New Research, February 28
important implications for many platform firms operating in today’s digital economy. Publisher's link: https://www.hbs.edu/faculty/Pages/item.aspx?num=52315 Harvard Business School Case 717-416 DO & CO: Gourmet Entertainment This case... View Details
Keywords: Sean Silverthorne
- March 2008 (Revised March 2014)
- Case
By: Mikolaj Jan Piskorski, Thomas R. Eisenmann, Aaron Smith, David Chen and Brian Feinstein
As Facebook topped one billion monthly users in October 2012, the online social network continued to face questions about how best to monetize its surging traffic. The company could invest further in new advertising products, which represented the majority of the... View Details
- January 2017 (Revised August 2019)
- Supplement
X Fire Paintball & Airsoft: Is Amazon a Friend or Foe? (B)
By: Feng Zhu and Angela Acocella
Three years after launching his brick-and-mortar store, X Fire Paintball and Airsoft, Steve Herbert Sr. and his sons began selling products on Amazon.com’s third-party Marketplace and online sales expanded rapidly. Over time, X Fire noticed that products of which it... View Details
Keywords: Ethics; Competition; Digital Platforms; Internet and the Web; Small Business; Retail Industry; Canada
Zhu, Feng, and Angela Acocella. "X Fire Paintball & Airsoft: Is Amazon a Friend or Foe? (B)." Harvard Business School Supplement 617-047, January 2017. (Revised August 2019.)
- 07 Mar 2017
- First Look
First Look at New Research, March 7
location. Purchase this case: https://cb.hbsp.harvard.edu/cbmp/product/817063-PDF-ENG Harvard Business School Case 517-093 Bringing Digital to Wimbledon It was mid-December 2016 as Alexandra (Alex) Willis read with satisfaction that The... View Details
Keywords: Sean Silverthorne
- 2023
- Working Paper
Personalized Game Design for Improved User Retention and Monetization in Freemium Games
By: Eva Ascarza, Oded Netzer and Julian Runge
One of the most crucial aspects and significant levers that gaming companies possess in designing
digital games is setting the level of difficulty, which essentially regulates the user’s ability to
progress within the game. This aspect is particularly significant in... View Details
Keywords: Freemium; Retention/churn; Field Experiment; Field Experiments; Gaming; Gaming Industry; Mobile App; Mobile App Industry; Monetization; Monetization Strategy; Games, Gaming, and Gambling; Mobile and Wireless Technology; Customers; Retention; Product Design; Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "Personalized Game Design for Improved User Retention and Monetization in Freemium Games." Harvard Business School Working Paper, No. 21-062, November 2020. (Revised December 2023.)
- September 2021
- Case
Publicis Groupe 2021: Changing Nearly Everything
By: Rosabeth Moss Kanter, Tonia Labruyere and Vincent Dessain
After succeeding long-time CEO Maurice Levy as top leader of the world’s third largest advertising, marketing, and communications company, headquartered in France, Arthur Sadoun accelerates digital transformation through a new platform drawing on talent from any of the... View Details
Keywords: COVID-19 Pandemic; Change Management; Transition; Transformation; Leadership; Digital Transformation; Advertising Industry; France; United States
Kanter, Rosabeth Moss, Tonia Labruyere, and Vincent Dessain. "Publicis Groupe 2021: Changing Nearly Everything." Harvard Business School Case 322-050, September 2021.
- January 2017 (Revised August 2019)
- Case
X Fire Paintball & Airsoft: Is Amazon a Friend or Foe? (A)
By: Feng Zhu and Angela Acocella
Three years after launching his brick-and-mortar store, X Fire Paintball and Airsoft, Steve Herbert Sr. and his sons began selling products on Amazon.com’s third-party Marketplace, and online sales expanded rapidly. Over time, X Fire noticed that products of which it... View Details
Keywords: Ethics; Competition; Digital Platforms; Internet and the Web; Small Business; Retail Industry; Canada
Zhu, Feng, and Angela Acocella. "X Fire Paintball & Airsoft: Is Amazon a Friend or Foe? (A)." Harvard Business School Case 617-046, January 2017. (Revised August 2019.)
- November 2017
- Teaching Note
Facebook Fake News in the Post-Truth World
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 717-473.
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networking; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; 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; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; Advertising Industry; United States; California; Sunnyvale; Russia
- February 2010 (Revised October 2010)
- Case
YouTube: Time to Charge Users?
By: Anita Elberse and Sunil Gupta
In January 2010, YouTube, the world's largest online video aggregator, was still seeking to become profitable. Was the time right for Google, YouTube's parent company, to charge users seeking to upload content, as some analysts had suggested—and if so, who should be... View Details
Keywords: Digital Marketing; Business Model; Cost; Profit; Revenue; Consumer Behavior; Internet and the Web; Motion Pictures and Video Industry
Elberse, Anita, and Sunil Gupta. "YouTube: Time to Charge Users?" Harvard Business School Case 510-053, February 2010. (Revised October 2010.)
- 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
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.)
- 10 Nov 2008
- Research Event
Social Media Leads the Future of Technology
Internet-connected televisions, social media, and the power of simplicity were all cited as launch pads for future innovation in technology, according to a panel of experts that convened at Harvard Business School as part of the HBS Centennial Business Summit in... View Details
Keywords: by Martha Lagace
- April 2021
- Article
Homing and Platform Responses to Entry: Historical Evidence from the U.S. Newspaper Industry
By: K. Francis Park, Robert Seamans and Feng Zhu
We examine how heterogeneity in customers’ tendencies to single-home or multi-home affects a platform’s competitive responses to new entrants in the market. We first develop a formal model to generate predictions about how a platform will respond. We then empirically... View Details
Keywords: Single-homing; Multi-homing; Platform Responses; Newpaper; Television; Digital Platforms; Market Entry and Exit; Newspapers; Television Entertainment; History; Journalism and News Industry; Media and Broadcasting Industry
Park, K. Francis, Robert Seamans, and Feng Zhu. "Homing and Platform Responses to Entry: Historical Evidence from the U.S. Newspaper Industry." Strategic Management Journal 42, no. 4 (April 2021): 684–709.
- November 2022
- Background Note
The Future of E-Commerce: Lessons from the Livestream Wars in China
By: Ayelet Israeli, Jeremy Yang and Billy Chan
This note explores the emerging multi-billion dollar commerce trend of livestream commerce. Livestream commerce is the sale of goods or services directly to consumers via live shows on digital platforms (such as social media or e-commerce platforms). It is a form of... View Details
Keywords: Retail; Retailing; E-commerce; E-Commerce Strategy; Ecommerce; Channels Of Distribution; Marketing Communication; Livestream Commerce; Marketing; Marketing Channels; Marketing Strategy; Advertising; Brands and Branding; Media; Consumer Behavior; Social Media; Advertising Industry; Advertising Industry; Advertising Industry; China; United States; United Kingdom
Israeli, Ayelet, Jeremy Yang, and Billy Chan. "The Future of E-Commerce: Lessons from the Livestream Wars in China." Harvard Business School Background Note 523-055, November 2022.
- 05 Aug 2008
- First Look
First Look: August 5, 2008
and the reorganization promoted more efficient matching, chiefly due to the increased ability of later matching to produce "championship" games. Download the paper: http://www.hbs.edu/research/pdf/09-010.pdf The Internalization of View Details
Keywords: Martha Lagace
- March 2002 (Revised May 2003)
- Case
NeoPets, Inc.
By: Thomas R. Eisenmann and Elizabeth Kind
NeoPets, a rapidly growing Internet start-up, faces decisions about its international expansion strategy--whether to enter a joint venture with a conglomerate in Singapore to exploit Asian markets as well as which other regions to target. NeoPets allows its... View Details
Keywords: Expansion; Global Strategy; Network Effects; Joint Ventures; Business Conglomerates; Age; Internet and the Web; Product Positioning; Digital Marketing; Internet and the Web; Corporate Entrepreneurship; Information Technology Industry; Asia; Singapore
Eisenmann, Thomas R., and Elizabeth Kind. "NeoPets, Inc." Harvard Business School Case 802-100, March 2002. (Revised May 2003.)
- 27 Mar 2018
- First Look
First Look at New Research, March 27, 2018
forthcoming Harvard Journal on Legislation From the Digital to the Physical: Federal Limitations on Regulating Online Marketplaces By: Edelman, Benjamin, and Abbey Stemler Abstract—Online marketplaces have transformed how we shop, travel,... View Details
Keywords: Sean Silverthorne
- July 2018
- Case
Financing Anghami's Growth
By: Ramana Nanda and Eren Kuzucu
In December 2012, less than two years into the founding of their music-streaming platform Anghami, cofounders Elie Habib and Eddy Maroun found themselves evaluating an unorthodox term sheet. Habib and Maroun needed to make a decision vis-à-vis the proposal put forth by... View Details
Keywords: Growth; Startups; Copyright; Business Startups; Business Model; Music Entertainment; Decisions; Technological Innovation; Venture Capital; Internet and the Web; Growth and Development Strategy; Financial Strategy; Product Marketing; Product Launch; Product Development; Expansion; Digital Platforms; Agreements and Arrangements; Valuation; Decision Making; Middle East; Lebanon
Nanda, Ramana, and Eren Kuzucu. "Financing Anghami's Growth." Harvard Business School Case 819-033, July 2018.