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Show Results For
- All HBS Web
(347)
- People (1)
- News (113)
- Research (192)
- Multimedia (2)
- Faculty Publications (95)
- November 2024
- Supplement
Epic Games: Nineteen Eighty-Fortnite (B)
By: Andy Wu and Ronald Wang
In a significant ruling on April 24, 2023, the U.S. Court of Appeals for the Ninth Circuit upheld portions of the district court’s decision against Epic Games back in September 2021. However, Apple’s anti-steering provisions, which restricted app developers from... View Details
Keywords: Lawsuits and Litigation; Market Transactions; Applications and Software; Technology Industry; Video Game Industry
Wu, Andy, and Ronald Wang. "Epic Games: Nineteen Eighty-Fortnite (B)." Harvard Business School Supplement 725-400, November 2024.
- 02 Apr 2019
- First Look
New Research and Ideas, April 2, 2019
forthcoming Strategic Management Journal Threat of Platform-Owner Entry and Complementor Responses: Evidence from the Mobile App Market By: Wen, Wen, and Feng Zhu Abstract—We examine how app View Details
Keywords: Dina Gerdeman
- Video
Nicolás Jodal
Nicolás Jodal, Co-Founder and CEO of GeneXus, emphasizes his view on the importance of actions over reputation concerns, citing his company's rapid development of Uruguay's official app to track and counter the spread of COVID-19 in 2020. View Details
- 22 May 2024
- HBS Case
Banned or Not, TikTok Is a Force Companies Can’t Afford to Ignore
government exerts on TikTok, concerns the app could compromise US national security and user data, and stark differences between the content and rules mandated in China versus abroad. "You must ask yourself, ‘What is the power of this... View Details
- 12 Apr 2023
- News
Step Change
this activity: Egypt's population is approaching 110 million, the highest in the MENA region, with about half of its citizens between the ages of 15 and 45 and the range of mobile-phone penetration well over 90 percent. The market to meet a host of consumer needs is... View Details
Keywords: Julia Hanna; entrepreneurship; women; venture capital; Egypt; developing economies; Finance
- August 2015 (Revised June 2021)
- Case
Amazon.com, 2021
By: John R. Wells, Benjamin Weinstock, Gabriel Ellsworth and Galen Danskin
In February 2021, Amazon announced 2020 operating profits of $22,899 million, up from $2,233 million in 2015, on sales of $386 billion, up from $107 billion five years earlier (see Exhibit 1). The shareholders expressed their satisfaction (see Exhibit 2), but not all... View Details
Keywords: Strategic Analysis; Retail; E-commerce; Amazon; Internet; Amazon.com; AmazonFresh; Jeff Bezos; Cloud Computing; Marketplaces; Streaming; E-reader Market; Digital Media; Mobile App; Online Retail; Shipping; Database; Tablet; Kindle; Kindle Fire; Smartphone; Delivery; Digital Platforms; Competition; Internet and the Web; Corporate Strategy; Digital Marketing; Business Growth and Maturation; Business Model; Business Organization; For-Profit Firms; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Television Entertainment; Profit; Revenue; Global Strategy; Multinational Firms and Management; Taxation; Business History; Human Resources; Resignation and Termination; Books; Human Capital; Working Conditions; Business or Company Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Industry Growth; Industry Structures; Media; Distribution; Distribution Channels; Order Taking and Fulfillment; Infrastructure; Logistics; Product Development; Supply Chain; Supply Chain Management; Organizational Culture; Public Ownership; Work-Life Balance; Problems and Challenges; Labor and Management Relations; Strategy; Adaptation; Business Strategy; Competitive Strategy; Diversification; Expansion; Integration; Horizontal Integration; Vertical Integration; Information Infrastructure; Information Technology; Mobile and Wireless Technology; Price; Applications and Software; Marketing; Marketing Strategy; Working Capital; Customer Focus and Relationships; Customer Value and Value Chain; Retail Industry; Advertising Industry; Distribution Industry; Electronics Industry; Entertainment and Recreation Industry; Information Technology Industry; Manufacturing Industry; Motion Pictures and Video Industry; Music Industry; Publishing Industry; Shipping Industry; Technology Industry; Video Game Industry; Web Services Industry; United States; Washington (state, US); Seattle
Wells, John R., Benjamin Weinstock, Gabriel Ellsworth, and Galen Danskin. "Amazon.com, 2021." Harvard Business School Case 716-402, August 2015. (Revised June 2021.)
- 26 Feb 2016
- News
Case Study: Should You Address a Colleague’s Erratic Behavior?
- August 2020 (Revised June 2021)
- Case
Skillz: Esports and Skill-Based Mobile Gaming
By: Andy Wu, David B. Yoffie and George Gonzalez
Founded in 2012, Skillz offered a platform for mobile app developers to monetize skill-based games via prized tournaments. Skillz had over 20,000 registered developers that had created thousands of Skillz-powered games played by over 30 million registered users... View Details
Keywords: Video Games; Mobile; Esports; Applications and Software; Games, Gaming, and Gambling; Mobile and Wireless Technology; Growth and Development Strategy; Information Technology; Digital Platforms; United States
Wu, Andy, David B. Yoffie, and George Gonzalez. "Skillz: Esports and Skill-Based Mobile Gaming." Harvard Business School Case 721-358, August 2020. (Revised June 2021.)
- 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.)
- 21 Jun 2022
- HBS Case
Free Isn’t Always Better: How Slack Holds Its Own Against Microsoft Teams
who are accustomed to team messaging. “It’s early in the game,” Yoffie says. “We’re in the second or third inning. There’s plenty of time to develop the competition and for new outcomes to emerge.” Microsoft plays catch up to Slack... View Details
- 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
Keywords: Technology Adoption; Advertising; Digital Platforms; Growth and Development Strategy; Adaptation; Technology Industry; Financial Services Industry; Mexico; India
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.)
- Article
Design and Testing of a Mobile Health Application Rating Tool
By: David Levine, Zo Co, Lisa Newmark, Alissa Groisser, A Jay Holmgren, Jennifer Haas and David Bates
Mobile health applications (“apps”) have rapidly proliferated, yet their ability to improve outcomes for patients remains unclear. A validated tool that addresses apps’ potentially important dimensions has not been available to patients and clinicians. The objective of... View Details
Levine, David, Zo Co, Lisa Newmark, Alissa Groisser, A Jay Holmgren, Jennifer Haas, and David Bates. "Design and Testing of a Mobile Health Application Rating Tool." Art. 74. npj Digital Medicine 3 (2020).
- 17 May 2022
- News
Delivering a Personalized Shopping Experience with AI
- February 2014 (Revised August 2016)
- Case
Strava
By: Joseph B. Lassiter III, William A. Sahlman and Sid Misra
Strava is a new fast-growing social network for the avid cyclist and runner. The Strava case traces the entrepreneurial journey of two serial entrepreneurs who have been co-founders in a prior venture, and who have co-founded Strava 3 years ago. The protagonists must... View Details
Keywords: Entrepreneurship; Cycling; Biking; Running; Sports; Technology; Mobile App; Mobile; GPS; Motivation; Behavioral Science; Founders; Term Sheet; Investment; Terms; Silicon Valley; Lifestyle; Strava; Financing; Fundraising; Angel; Valuation; Growth; Forecast; Business Startups; Business Plan; Trends; Forecasting and Prediction; Decision Choices and Conditions; Corporate Entrepreneurship; Institutional Investing; Collaborative Innovation and Invention; Innovation Leadership; Innovation Strategy; Innovation and Management; Technological Innovation; Management Succession; Growth Management; Growth and Development Strategy; Market Timing; Bicycle Industry; Consumer Products Industry; Technology Industry; Sports Industry; Web Services Industry; California; New England
- 24 Feb 2020
- Research & Ideas
The Hidden Vulnerabilities of Open Source Software
communicate with each other on the large-scale—particularly, the global scale—necessary to share such information.” Security of individual accounts. Of the 10 most-used software packages in the analysis, the CII team found that seven were hosted under individual View Details
- 01 Mar 2023
- News
Step Change
population is approaching 110 million, the highest in the MENA region, with about half of its citizens between the ages of 15 and 45 and the range of mobile-phone penetration well over 90 percent. The market to meet a host of consumer needs is wide open and still View Details
- June 2015 (Revised April 2018)
- Case
WeChat: A Global Platform?
By: Willy Shih, Howard Yu and Feng Liu
WeChat was developed by Tencent Holdings as a lightweight messaging platform. As it grew quickly to become the most popular messaging app in China, it added a range of products and services that sat on top that were designed to appeal to a broad range of consumers and... View Details
Keywords: Online Platforms; China; WeChat; Tencent Holdings; Globalization; Internet and the Web; Applications and Software; Digital Platforms; Telecommunications Industry; Information Industry; China
Shih, Willy, Howard Yu, and Feng Liu. "WeChat: A Global Platform?" Harvard Business School Case 615-049, June 2015. (Revised April 2018.)
- August 2021
- Case
Wymsee
By: Julia Austin, Sarah Mehta and Tom Quinn
Wymsee was a company that aimed to develop a mobile application (app) that would allow television audience members to identify and purchase clothing or accessories worn by characters in the program they were watching, with the Wymsee founders taking a percentage of... View Details
Keywords: Business Model; Business Plan; Business Startups; Film Entertainment; Television Entertainment; Technological Innovation; Knowledge Acquisition; Product Positioning; Opportunities; Adaptation; Mobile Technology; Entertainment and Recreation Industry; Motion Pictures and Video Industry; Technology Industry; United States; New York (city, NY)
- September 2016 (Revised February 2017)
- Case
MyTime
By: Juliane Begenau and Robin Greenwood
Ethan Anderson, the CEO of San Francisco–based e-commerce company MyTime, must decide on the company's growth strategy. MyTime’s first product was a website and mobile app that offered consumers a convenient way to book appointments with local merchants throughout the... View Details
Sara McKinley Torti
Sara Torti is a senior product and operating executive who has focused extensively on creating and scaling technology-based businesses that require a combination of detailed execution, business insight and technical acumen. She has grown products... View Details