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- All HBS Web (135)
- Faculty Publications (55)
Show Results For
- All HBS Web (135)
- Faculty Publications (55)
- May 2012 (Revised November 2015)
- Case
The National Geographic Society (A) (Abridged)
By: David A. Garvin and Annelena Lobb
In January 2010, John Fahey, president, CEO, and chairman of the board of trustees' executive committee of the Washington, D.C.–based National Geographic Society (NGS), must decide how best to organize the 121-year old mission-driven organization for a world of... View Details
Keywords: General Management; Change Management; Media And Publishing; Digital Convergence; Strategy Development; Business Models; Information Publishing; Online Technology; Business Model; Organizational Structure; Business Strategy; Publishing Industry
Garvin, David A., and Annelena Lobb. "The National Geographic Society (A) (Abridged)." Harvard Business School Case 312-120, May 2012. (Revised November 2015.)
- 01 Dec 2020
- News
New News
65-year-old person in Southern California and everybody in between. We think there’s a real appetite for this. With our initial free product, we got to over 100,000 subscribers in under 12 months. We’ve since shifted to a subscription... View Details
- April 18, 2023
- Article
The Rebirth of Software as a Service
By: Frank V. Cespedes and Jacco van der Kooij
Traditional sales models focus on customer acquisition and the “funnel” or “pipeline” metrics that dominate talk about sales. But this approach falls short when applied to a recurring revenue business, where the customer life cycle looks more like a bowtie, not a... View Details
Cespedes, Frank V., and Jacco van der Kooij. "The Rebirth of Software as a Service." Harvard Business Review (website) (April 18, 2023).
- May 2021 (Revised May 2022)
- Case
Headspace vs. Calm: A Mindful Competition
By: Ayelet Israeli and Anne Wilson
By 2021, the mindfulness app wars reached their apex. Over 2,000 meditation apps were available to consumers, but two apps, Headspace and Calm, dominated the space, jointly holding about 70% of the total market. Headspace had established itself as the approachable... View Details
Keywords: Marketing Communication; Integrated Strategy; Brand; Brand & Product Management; Brand Communication; Brand Differentiation; Brand Building; Brand Management; E-Commerce Strategy; Ecommerce; App; App Development; Applications; COVID; COVID-19; Pandemic; Pricing; Pricing Strategy; Subscription Model; Subscription; Partnerships; Strategic Partnerships; B2B Vs. B2C; B2B; Health & Wellness; Wellbeing; Digitization; Commoditization; Mobile App; Mobile App Industry; Mobile Healthcare; Mobile Marketing; Digital Brand; Digital Health; Consumer Health; Apps; Online Business; Online Competition; Online Community; Online Entertainment; Entertainment And Leisure; Meditation; Marketing; Marketing Communications; Brands and Branding; Price; Strategy; Competition; Competitive Strategy; Competitive Advantage; Partners and Partnerships; Health; Well-being; Mobile and Wireless Technology; Communication; Communication Strategy; Disruption; Consumer Behavior; Digital Marketing; E-commerce; Applications and Software; Health Industry; Technology Industry; Communications Industry; United States; North America; United Kingdom
Israeli, Ayelet, and Anne Wilson. "Headspace vs. Calm: A Mindful Competition." Harvard Business School Case 521-102, May 2021. (Revised May 2022.)
- March 2022 (Revised April 2022)
- Teaching Note
Spotify's Audio-First Strategy: Leading the Podcasting Market
By: Hong Luo and Carol Lin
Teaching Note for HBS Case No. 721-439. Within 15 years, CEO Daniel Ek had led Spotify from an ambitious startup to a multi-billion dollar company that had transformed the music industry. As part of Spotify’s next phase of growth, the platform would invest heavily in... View Details
- September 2016 (Revised February 2017)
- Case
Angie's List: Ratings Pioneer Turns 20
By: Robert J. Dolan and Ayelet Israeli
In 1995, before people “googled” or “yelped,” Angela Hicks (HBS, 2000) was establishing her Angie’s List as a pioneer in the accumulation and dissemination of consumer rating information. Hicks focused on the home repair and maintenance market and, as she put it,... View Details
Keywords: Pricing; Pricing Strategy; Services; Product Line Management; Growth; Conjoint Analysis; Market Research; Freemium; Growth Strategy; Two Sided Markets; Ecommerce; Platform; Platform Business; Platform Businesses; Platform Strategy; Platforms; Platforms And Ecosystems; Business Model; Internet and the Web; Business Growth and Maturation; Growth and Development Strategy; Price; Strategy; Digital Platforms; E-commerce; Service Industry; United States
Dolan, Robert J., and Ayelet Israeli. "Angie's List: Ratings Pioneer Turns 20." Harvard Business School Case 517-016, September 2016. (Revised February 2017.)
- 18 Apr 2014
- News
Making “Freemium” Work
- August 2022 (Revised February 2023)
- Case
NewLab: Scaling an Innovation Engine
By: Tarun Khanna and George Gonzalez
Silicon Valley-veteran Shaun Stewart is the CEO of NewLab, a dynamic technology hub headquartered in the storied Brooklyn Navy Yard. Founded in 2016, NewLab fostered a community of entrepreneurs, corporate and government partners, and investors, all seeking to apply... View Details
Keywords: Entrepreneurship; Social and Collaborative Networks; Global Range; Partners and Partnerships; Networks; Growth and Development Strategy; Opportunities; Brooklyn
Khanna, Tarun, and George Gonzalez. "NewLab: Scaling an Innovation Engine." Harvard Business School Case 723-364, August 2022. (Revised February 2023.)
- July 2006 (Revised March 2010)
- Case
Symantec vs. McAfee: Competing in the Consumer Anti-virus Industry
By: Ramon Casadesus-Masanell and Jordan Mitchell
Symantec and McAfee hold 53.6% and 18.8% respectively, of the anti-virus software market as of 2006. While the market is concentrated with five firms controlling over 90%, Microsoft is on the eve of releasing a consumer security subscription packed called OneCare Live.... View Details
Keywords: Business Model; Market Entry and Exit; Competitive Strategy; Software; Information Technology Industry
Casadesus-Masanell, Ramon, and Jordan Mitchell. "Symantec vs. McAfee: Competing in the Consumer Anti-virus Industry." Harvard Business School Case 707-413, July 2006. (Revised March 2010.)
- August 2018 (Revised October 2020)
- Case
Tailor Brands: Artificial Intelligence-Driven Branding
By: Jill Avery
Using proprietary artificial intelligence technology, startup Tailor Brands set out to democratize branding by allowing small businesses to create their brand identities by automatically generating logos in just minutes at minimal cost with no branding or design skills... View Details
Keywords: Startup; Services; Artificial Intelligence; Machine Learning; Digital Marketing; Brand Management; Big Data; Internet Marketing; Analytics; Marketing; Marketing Strategy; Brands and Branding; Information Technology; Entrepreneurship; Venture Capital; Business Model; Consumer Behavior; AI and Machine Learning; Analytics and Data Science; Advertising Industry; Service Industry; Technology Industry; United States; North America; Israel
Avery, Jill. "Tailor Brands: Artificial Intelligence-Driven Branding." Harvard Business School Case 519-017, August 2018. (Revised October 2020.)
- 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.
- October 2016 (Revised January 2017)
- Background Note
The U.S. Health Club Industry, 2005–2016
By: John R. Wells and Gabriel Ellsworth
In 2015, the U.S. health-club industry generated revenues of $25.8 billion, up from $14.8 billion in 2004. Members of health clubs accounted for 17% of the population, up from 14%. The number of clubs had grown from 26,830 in 2004 to 36,180. In the process, the list of... View Details
Keywords: Health Clubs; Fitness; Gyms; Chain; Weight Loss; Obesity; Exercise; Personal Training; Retention; Bally Total Fitness; 24 Hour Fitness; YMCA; Gold's Gym; Curves; Franchise; Franchising; Subscription; Promotional Sales; Promotions; Fixed Costs; Body; Business Ventures; Strategy; Health; Investment; Entertainment and Recreation Industry; Health Industry; United States
Wells, John R., and Gabriel Ellsworth. "The U.S. Health Club Industry, 2005–2016." Harvard Business School Background Note 717-421, October 2016. (Revised January 2017.)
- July 2004 (Revised December 2004)
- Case
RelayHealth
By: Joseph B. Lassiter III and Elizabeth Kind
RelayHealth provides secure, online communications for doctors, patients, and health plans. The company's services include online consultations, prescription renewals, and appointment scheduling. RelayHealth's business model derives subscription revenue from doctors... View Details
Keywords: Communication Technology; Internet and the Web; Consumer Behavior; Entrepreneurship; Health Care and Treatment; Growth and Development Strategy; Health Industry; Telecommunications Industry
Lassiter, Joseph B., III, and Elizabeth Kind. "RelayHealth." Harvard Business School Case 805-021, July 2004. (Revised December 2004.)
- January 2002 (Revised March 2004)
- Case
Computer Associates International, Inc.
In late 2000, Computer Associates (CA) changed its business model and the way it recognized revenue, ostensibly to better serve its stakeholders. The new subscription-based license model offered customers greater flexibility. Clients could subscribe to any CA software... View Details
Keywords: Business Model; Valuation; Corporate Disclosure; Revenue Recognition; Corporate Governance; Technology Industry
Hutton, Amy P., and Suma Raju. "Computer Associates International, Inc." Harvard Business School Case 102-061, January 2002. (Revised March 2004.)
- July 2003 (Revised March 2004)
- Case
XM Satellite Radio (A)
By: David B. Godes and Elie Ofek
XM Satellite Radio is a radically new way to listen to radio. Management must develop a marketing strategy to launch the firm and the category. A crucial aspect of the strategy is to determine which of two business models the company will pursue. Should it focus... View Details
Keywords: Advertising; Business Model; Decision Choices and Conditions; Cost Management; Marketing Channels; Marketing Strategy; Problems and Challenges; Partners and Partnerships; Sales; Competitive Strategy; Communications Industry
Godes, David B., and Elie Ofek. "XM Satellite Radio (A)." Harvard Business School Case 504-009, July 2003. (Revised March 2004.)
- March 2002 (Revised November 2003)
- Case
Satellite Radio
By: Thomas R. Eisenmann and Alastair Brown
In early 2002, XM and Sirius were fighting for control of the emerging U.S. market for satellite radio. Each company targeted consumers in automobiles, providing 100 channels of CD-quality audio for a monthly subscription fee of $10-$13. Wall Street analysts predicted... View Details
Keywords: Growth and Development Strategy; Price; Risk and Uncertainty; Problems and Challenges; Network Effects; Partners and Partnerships; Information Technology; Business Model; Investment Return; Auto Industry; Media and Broadcasting Industry; United States
Eisenmann, Thomas R., and Alastair Brown. "Satellite Radio." Harvard Business School Case 802-175, March 2002. (Revised November 2003.)
- December 2000
- Background Note
Internet Access Providers
By: Thomas R. Eisenmann and Daniel Green
Describes the Internet access provider business model. First, it defines the model and presents different ways to categorize access providers. Second, it offers a summary of the various ways that Internet access providers create value for their customers. Next, it... View Details
Eisenmann, Thomas R., and Daniel Green. "Internet Access Providers." Harvard Business School Background Note 801-304, December 2000.
- Profile
Angela R. Hicks Bowman
went door to door to sign up customers for a paid subscription service that rated local contractors. Her initial efforts were met with distressing indifference. “I’m very shy,” Hicks said in an Inc. magazine interview.... View Details
- February 2000 (Revised November 2000)
- Case
Women.com
By: Myra M. Hart and Sarah S. Khetani
Entrepreneurs Ellen Pack and Marleen McDaniel have founded a women's online network and watched it grow from an online subscription service in 1992 to one of the best known, widely visited women's networks on the web in 1999. While the company's vision has remained... View Details
Keywords: Business Model; Entrepreneurship; Internet and the Web; Partners and Partnerships; Initial Public Offering; Networks; Transition; Web Services Industry
Hart, Myra M., and Sarah S. Khetani. "Women.com." Harvard Business School Case 800-216, February 2000. (Revised November 2000.)
- 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)