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(168)
- News (28)
- Research (115)
- Multimedia (1)
- Faculty Publications (52)
Show Results For
- All HBS Web
(168)
- News (28)
- Research (115)
- Multimedia (1)
- Faculty Publications (52)
- August 2014 (Revised March 2015)
- Case
Pivots and Incentives at LevelUp
By: Benjamin Edelman and Karen Webster
LevelUp's mobile payments service lets users scan a smartphone barcode rather than swipe a credit card. Will consumers embrace the service? Will merchants? LevelUp considers adjustments to make the service attractive to both consumers and merchants, while trying to... View Details
Keywords: Mobile Payments; Smartphone; Credit Cards; Interchange Fee; Mobile Marketing; Product Positioning; Competitive Strategy; Mobile Technology; Technology Networks; Food and Beverage Industry; Banking Industry; United States
Edelman, Benjamin, and Karen Webster. "Pivots and Incentives at LevelUp." Harvard Business School Case 915-001, August 2014. (Revised March 2015.) (request courtesy copy.)
- August 2015 (Revised December 2016)
- Case
Apple Pay
By: Sunil Gupta, Shelle Santana and Margaret L. Rodriguez
On September 9, 2014, in front of a packed audience in Cupertino, CA, Tim Cook, the chief executive officer of Apple, announced the much anticipated launch of Apple Pay. "Our vision is to replace this [wallet] and we are going to start with payments." Cook then invited... View Details
Keywords: Technology; Digital Services And Strategy; Launch; Mobile; Mobile Payments; Apple; Payments; Smartphone; Apple Pay; Eddy Cue; Jennifer Bailey; iOS; Iphone; Marketing; Product; Mobile and Wireless Technology; Product Launch; Finance; Credit Cards; Technology Industry; Banking Industry; United States; United Kingdom
Gupta, Sunil, Shelle Santana, and Margaret L. Rodriguez. "Apple Pay." Harvard Business School Case 516-027, August 2015. (Revised December 2016.)
- August 2014 (Revised March 2015)
- Case
Optimization and Expansion at OpenTable
By: Benjamin Edelman and Karen Webster
OpenTable considers adjustments to increase its benefits to merchants, including a novel payments service that lets customers skip the multi-step process of using a credit card. View Details
Keywords: Payments; Pricing; Mobile; Rollout; Incrementality; Innovation Strategy; Credit Cards; Accommodations Industry; Information Technology Industry; United States
Edelman, Benjamin, and Karen Webster. "Optimization and Expansion at OpenTable." Harvard Business School Case 915-003, August 2014. (Revised March 2015.) (request courtesy copy.)
- December 2021
- Case
The Instant Payment Mandate: The Central Bank of Brazil and Pix
By: Lauren Cohen and Spencer C. N. Hagist
João M. P. De Mello and his team at the Central Bank of Brazil are preparing a move that would seek to tilt the scales in favor of financial inclusion for the entire country. The innovation at hand is the unprecedented nation-wide instant payment scheme: Pix. The fruit... View Details
Cohen, Lauren, and Spencer C. N. Hagist. "The Instant Payment Mandate: The Central Bank of Brazil and Pix." Harvard Business School Case 222-053, December 2021.
- July 23, 2019
- Article
Is the U.S. on Its Way to Becoming a Cashless Society?
By: Shelle Santana
The rise of digital payments, including credit cards, debit cards, and mobile payments systems, have contributed to the steady shift in payment practices among consumers. According to the FDIC, cash represented just 30% of all payments in 2017, and the percentage of... View Details
Santana, Shelle. "Is the U.S. on Its Way to Becoming a Cashless Society?" Harvard Business Review (website) (July 23, 2019).
- 2014
- Teaching Note
Zenglibao: An Internet Money Market Fund Run By Tianhong Asset Management Co., LTD. (TN)
By: F. Warren McFarlan, Yongjun Jin and Xiaohui Li
Mobile Internet has imposed an increasing impact on traditional finance. Firstly, some financial business modules can be operated via mobile Internet, and the corresponding transaction cost is greatly reduced. For example, payment by traditional bank draft is replaced... View Details
Keywords: Internet; China; Mobile Devices; Finance; Internet and the Web; Mobile and Wireless Technology; China
McFarlan, F. Warren, Yongjun Jin, and Xiaohui Li. "Zenglibao: An Internet Money Market Fund Run By Tianhong Asset Management Co., LTD. (TN)." Tsinghua University Teaching Note, 2014.
- 2021
- Case
NiPay's Pricing Conundrum
By: Marco Bertini and Oded Koenigsberg
NiPay is a software provider competing in the Nigerian business-to-business payments market. Founded by Idaku Ibrahim nearly 20 years ago, NiPay sells two products to retailers and other merchants, which enable individual shoppers to transact either online or via a... View Details
Bertini, Marco, and Oded Koenigsberg. "NiPay's Pricing Conundrum." London Business School Case, 2021. Electronic.
- 2014
- Case
Zenglibao: An Internet Money Market Fund Run by Tianhong Asset Management Co., LTD.
By: F. Warren McFarlan, Yongjun Jin and Xiaohui Li
Mobile Internet has imposed an increasing impact on traditional finance. Firstly, some financial business modules can be operated via mobile Internet, and the corresponding transaction cost is greatly reduced. For example, payment by traditional bank draft is replaced... View Details
Keywords: Finance; Internet; China; Mobile Devices; Internet and the Web; Mobile and Wireless Technology; China
McFarlan, F. Warren, Yongjun Jin, and Xiaohui Li. "Zenglibao: An Internet Money Market Fund Run by Tianhong Asset Management Co., LTD." Tsinghua University Case, 2014.
- March 2016
- Case
M-Pesa: Financial Inclusion in Kenya
By: Rajiv Lal, Lisa Cox and Sarah McAra
M-Pesa, a mobile money transfer service launched in 2007 in Kenya by telecommunications company Safaricom, allowed people to send money via mobile messaging to contacts, such as friends and family, or even to pay for goods and services, such as groceries or a taxi... View Details
- September 2016
- Teaching Note
Apple Pay
By: Shelle Santana and Sunil Gupta
- January–February 2022
- Article
Mobilizing the U.S. Military’s TRICARE Program for Value-Based Care: A Report From the Defense Health Board
By: Robert S. Kaplan, Paul R. Schaettle, Vivian S. Lee, Michael D. Parkinson, Gregory H. Gorman and Michael-Anne Browne
The U.S. Military Health System spends about $50 billion annually through its TRICARE health plans to provide care to 9.6 million active duty service members, retirees, and their families. TRICARE, historically, has used the predominant U.S. fee-for-service payment... View Details
Kaplan, Robert S., Paul R. Schaettle, Vivian S. Lee, Michael D. Parkinson, Gregory H. Gorman, and Michael-Anne Browne. "Mobilizing the U.S. Military’s TRICARE Program for Value-Based Care: A Report From the Defense Health Board." Military Medicine 187, nos. 1-2 (January–February 2022): 12–16.
- May 2022
- Case
Rawbank's Illico Cash: Can 'Fast Money' Overcome Cash Dependency in the DRC?
By: Lauren Cohen and Grace Headinger
Thomas de Dreux-Brézé, the Head of Strategy and Project Management at Rawbank Congo in the Democratic Republic of the Congo (DRC), was perplexed as he reviewed annual adoption rates for the bank’s launch of Illico Cash 2.0. As the bank’s mobile money app, Illico Cash... View Details
Keywords: Fintech; Inflation; Deflation; Rural; Urban; Emerging Market; Mobile Technology; Finance; Money; Inflation and Deflation; Business Growth and Maturation; Decision Choices and Conditions; Demographics; Developing Countries and Economies; Corporate Entrepreneurship; Behavioral Finance; Currency; Banks and Banking; Commercial Banking; Financial Strategy; Rural Scope; Urban Scope; Innovation Strategy; Emerging Markets; Network Effects; Consumer Behavior; Mobile and Wireless Technology; Technology Adoption; Banking Industry; Financial Services Industry; Technology Industry; Congo, Democratic Republic of the
Cohen, Lauren, and Grace Headinger. "Rawbank's Illico Cash: Can 'Fast Money' Overcome Cash Dependency in the DRC?" Harvard Business School Case 222-084, May 2022.
- March 2021 (Revised March 2024)
- Case
M-KOPA: Empowering Lives
By: V. Kasturi Rangan, Wale Lawal and Pippa Tubman Armerding
The Pay As You Go solar power company in East Africa had sales of $71 million in 2019. It wished to grow to $300 million by 2025. M-KOPA, founded by three entrepreneurs in 2011, had grown nicely in Kenya and Uganda to reach nearly 750,000 households with an innovative... View Details
Keywords: Mobile Payment; Go-to-market Strategy; Business At The Base Of The Pyramid; Business Growth; Social Entrepreneurship; Renewable Energy; Business Model; Growth and Development Strategy; Expansion; Marketing Strategy; Developing Countries and Economies; Kenya; Uganda; Nigeria
Rangan, V. Kasturi, Wale Lawal, and Pippa Tubman Armerding. "M-KOPA: Empowering Lives." Harvard Business School Case 521-085, March 2021. (Revised March 2024.)
- 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.
- 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)
- 29 Apr 2019
- Research & Ideas
Is the Digital Age Making Us Petty?
With the rise of mobile payment apps like Venmo, many people can easily record the exact charges incurred by a lunch partner and pay back debts to the cent. They see themselves as efficient and fair. Others... View Details
Keywords: by Kristen Senz
- 18 Sep 2014
- News
What technology will bring
- 01 Jun 2017
- Cold Call Podcast
Building India’s First $100 Billion Company
- October 2023 (Revised October 2024)
- Case
UnDosTres: Building the Paytm of Mexico
By: Álvaro Rodríguez Arregui, Max Hancock and Amy Klopfenstein
Arpit Gupta, Naveen Sharma, and Vikram Deswal co-founded the mobile payment app UnDosTres in Mexico City in 2015. In the past, Gupta had worked at Paytm, an India-based payment app valued at over $1 billion. In Mexico, the co-founders hoped to recreate Paytm’s success.... View Details
Rodríguez Arregui, Álvaro, Max Hancock, and Amy Klopfenstein. "UnDosTres: Building the Paytm of Mexico." Harvard Business School Case 824-036, October 2023. (Revised October 2024.)
- November 2010
- Case
Bling Nation
By: William A. Sahlman and Liz Kind
Bling Nation, a Palo Alto, CA startup, was founded in 2007 as a mobile payment service provider that bypassed industry participants such as Visa and MasterCard. Bling Nation partnered with local community banks and merchants in small towns. The banks provided their... View Details
Keywords: Culture
Sahlman, William A., and Liz Kind. "Bling Nation." Harvard Business School Case 811-029, November 2010.