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  • All HBS Web  (226)
    • News  (52)
    • Research  (151)
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    • News  (52)
    • Research  (151)
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  • March 2003
  • Case

Compaq's Struggle

By: Carliss Y. Baldwin and David Lane
In 1997, Compaq Computer was locked in price competition with industry leader Dell. Although Compaq sought to escape difficulty by acquiring Digital Equipment Corp. ,a maker of more lucrative servers and minicomputers, in 1998 the simultaneous effort to remain a... View Details
Keywords: Mergers and Acquisitions; Business Exit or Shutdown; Asset Pricing; Alliances; Competitive Strategy; Computer Industry
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Baldwin, Carliss Y., and David Lane. "Compaq's Struggle." Harvard Business School Case 903-021, March 2003.
  • March 2002 (Revised October 2005)
  • Case

Apple Computer 2002

By: David B. Yoffie and Yusi Wang
In 1980, Apple was the leader of the personal computer industry, but by 2002 it had suffered heavy losses at the hands of the Wintel camp. This case examines Apple's strategic moves as the PC industry evolves in the 21st century and poses the question: Can Steve Jobs... View Details
Keywords: Growth and Development Strategy; Leadership Style; Information Technology; Supply and Industry; Competitive Advantage; Computer Industry; Retail Industry; California
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Yoffie, David B., and Yusi Wang. "Apple Computer 2002." Harvard Business School Case 702-469, March 2002. (Revised October 2005.)
  • 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)
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Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
  • January 2005 (Revised August 2005)
  • Case

Apple Computer, 2005

By: David B. Yoffie and Barbara Mack
Apple has reaped the benefits of its innovative music player, the iPod. However, its PC and server business continue to hold small market share relative to the worldwide computer market over the past few years. Will the iPod lure new users to the Mac? Will Apple be... View Details
Keywords: Technological Innovation; Innovation Strategy; Information Infrastructure; Brands and Branding; Computer Industry; Entertainment and Recreation Industry
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Yoffie, David B., and Barbara Mack. "Apple Computer, 2005." Harvard Business School Case 705-469, January 2005. (Revised August 2005.)
  • 2004
  • Case

Hasbro Interactive

By: Vijay Govindarajan and Chris Trimble
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically.... View Details
Keywords: Expansion; Entertainment and Recreation Industry; Video Game Industry
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Govindarajan, Vijay, and Chris Trimble. "Hasbro Interactive." 2004. (Case No. 2-0021.)
  • January 2010 (Revised April 2011)
  • Case

Google Inc.

By: Benjamin Edelman and Thomas R. Eisenmann
Describes Google's history, business model, governance structure, corporate culture, and processes for managing innovation. Reviews Google's recent strategic initiatives and the threats they pose to Yahoo, Microsoft, and others. Asks what Google should do next. One... View Details
Keywords: Digital Marketing; Business Model; Growth and Development Strategy; Network Effects; Mission and Purpose; Expansion; Internet and the Web; Information Technology Industry
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Edelman, Benjamin, and Thomas R. Eisenmann. "Google Inc." Harvard Business School Case 910-036, January 2010. (Revised April 2011.) (Winner of ECCH 2011 Award for Outstanding Contribution to the Case Method - Strategy and General Management.)
  • March 2004 (Revised September 2005)
  • Case

RealNetworks Rhapsody

By: Thomas R. Eisenmann and Steven Carpenter
Examines RealNetwork's (Real's) strategy for the rapidly emerging online music market. In contrast to rivals who sell individual copies of songs, Real offers online music on a subscription basis. For a $10 monthly fee, subscribers to Real's Rhapsody service have... View Details
Keywords: Internet and the Web; Competitive Advantage; Distribution Channels; Music Entertainment; Ownership; Service Industry; Retail Industry; Music Industry
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Eisenmann, Thomas R., and Steven Carpenter. "RealNetworks Rhapsody." Harvard Business School Case 804-142, March 2004. (Revised September 2005.)
  • October 1991 (Revised July 1993)
  • Case

Bill Gates and the Management of Microsoft

In July 1991, Microsoft has achieved record growth and profitability in the PC software industry. The case focuses on Microsoft's founder and CEO, Bill Gates, and his top management team, as they seek to retain the innovation and spirit of a small company in a rapidly... View Details
Keywords: Organizational Change and Adaptation; Growth Management; Organizational Culture; Personal Development and Career; Information Technology Industry; United States
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Rosenzweig, Philip M. "Bill Gates and the Management of Microsoft." Harvard Business School Case 392-019, October 1991. (Revised July 1993.)
  • August 2002 (Revised August 2003)
  • Case

Electronic Arts Introduces The Sims Online

By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
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Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
  • 29 Feb 2000
  • Research & Ideas

Whence IT Value?

This fits pretty well with what we've observed about IT. While the percolation argument makes sense and is appealing, I believe there's something else going on. The jumps in inventory turns and output line up very nicely with the era of networked computing. Remember,... View Details
Keywords: by Andrew McAfee
  • July 2008 (Revised April 2009)
  • Case

Advanced Micro Devices: Competing in the Shadow of a Giant (A)

By: Willy C. Shih and Andrew A. King
As the only significant competitor to Intel Corporation in PC microprocessors, Advanced Micro Devices faced daunting investment choices. Not only did it have to fund microprocessor design teams, it also had to fund silicon process R&D, and it faced huge capital... View Details
Keywords: Investment; Operations; Partners and Partnerships; Competitive Strategy; Technology Industry
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Shih, Willy C., and Andrew A. King. "Advanced Micro Devices: Competing in the Shadow of a Giant (A)." Harvard Business School Case 609-002, July 2008. (Revised April 2009.)
  • August 2007 (Revised September 2008)
  • Case

Marketing the "$100 Laptop" (A)

By: John A. Quelch and Carin-Isabel Knoop
In 2002, Professor Nicholas Negroponte, a successful venture capitalist, author, and co-founder and chairman emeritus of the Massachusetts Institute of Technology (MIT) Media Lab, announced his intention to build a PC so cheap as to make it possible to provide... View Details
Keywords: Venture Capital; Internet and the Web; Information Technology; Product Development; Technological Innovation; Nonprofit Organizations; Marketing Strategy; Information Infrastructure; Developing Countries and Economies; Manufacturing Industry; Information Technology Industry; Computer Industry; Cambridge
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Quelch, John A., and Carin-Isabel Knoop. Marketing the "$100 Laptop" (A). Harvard Business School Case 508-024, August 2007. (Revised September 2008.)
  • March 1998 (Revised March 1999)
  • Case

Dell Online

By: V. Kasturi Rangan and Marie Bell
Dell started online commerce for its PCs in 1996, and by 1997 had achieved a sales rate of $3 million a day. The case describes the internal process that led to these dramatic results and poses the question of how the firm should leverage this activity to meet Michael... View Details
Keywords: Consumer Behavior; Market Transactions; Goals and Objectives; Business Processes; Distribution Channels; Internet and the Web; Information Infrastructure; Competitive Advantage; Computer Industry; Retail Industry
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Rangan, V. Kasturi, and Marie Bell. "Dell Online." Harvard Business School Case 598-116, March 1998. (Revised March 1999.)
  • November 2006 (Revised February 2007)
  • Case

Microsoft Xbox: Changing the Game?

By: Andrei Hagiu
In September 1999, the Microsoft Xbox team was wondering which strategic choices would give it the best chance against the upcoming Sony PlayStation 2. Initially called "Project Midway" within Microsoft, the console project was intended to counter the perceived threat... View Details
Keywords: Customers; Recruitment; Leadership; Management Teams; Multi-Sided Platforms; Two-Sided Platforms; Production; Strategy; Competition; Expansion; Video Game Industry; Texas
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Hagiu, Andrei. "Microsoft Xbox: Changing the Game?" Harvard Business School Case 707-501, November 2006. (Revised February 2007.)
  • 05 Jul 2006
  • Working Paper Summaries

Economic and Technical Drivers of Technology Choice: Browsers

Keywords: by Timothy F. Bresnahan & Pai-Ling Yin; Technology; Computer
  • January 1998 (Revised April 2001)
  • Case

Acer America: Development of the Aspire

By: Christopher A. Bartlett and Anthony St. George
Follows the development, national launch, and global rollout of the Aspire, Acer's first new product developed outside of Taiwan. Implementing a very promising new PC concept proves challenging to Mike Culver and his U.S. team, who are plagued by coordination problems... View Details
Keywords: Global Strategy; Globalized Firms and Management; Organizational Design; Supply Chain; Problems and Challenges; Relationships; Business Subsidiaries; Product Launch; Computer Industry; United States; Taiwan
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Bartlett, Christopher A., and Anthony St. George. "Acer America: Development of the Aspire." Harvard Business School Case 399-011, January 1998. (Revised April 2001.)
  • December 1998 (Revised January 2001)
  • Case

Acer, Inc.: Taiwan's Rampaging Dragon

By: Christopher A. Bartlett and Anthony St. George
Describes the strategic, organizational, and management changes that led Acer from its 1976 startup to become the world's second-largest computer manufacturer. Outlines the birth of the company, the painful "professionalization" of its management, the plunge into... View Details
Keywords: Organizational Change and Adaptation; Leadership; Competitive Advantage; Global Strategy; Transformation; Computer Industry; Taiwan
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Bartlett, Christopher A., and Anthony St. George. "Acer, Inc.: Taiwan's Rampaging Dragon." Harvard Business School Case 399-010, December 1998. (Revised January 2001.)
  • May 2002 (Revised October 2002)
  • Case

Dell--New Horizons

By: V. Kasturi Rangan and Marie Bell
Founded in 1984, Dell Corp. has achieved phenomenal growth, and by 2000 had topped $25 billion in sales and over $2 billion in net income. In the 4th quarter of 2000, however, the PC industry's average 30-year growth rate crashed to a negative 10%. Dell must make... View Details
Keywords: History; Decisions; Product Positioning; Marketing Strategy; Framework; Globalization; Brands and Branding; Computer Industry; Technology Industry; United States
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Rangan, V. Kasturi, and Marie Bell. "Dell--New Horizons." Harvard Business School Case 502-022, May 2002. (Revised October 2002.)
  • October 2009
  • Simulation

Strategy Simulation: Competitive Dynamics and Wintel

By: Ramon Casadesus-Masanell
In this online simulation students study the dynamics of cooperation and competition between two markedly different businesses that both rely on the flow of PC sales. Playing the role of Microsoft or Intel, students determine product release schedules and pricing, as... View Details
Keywords: Competitive Strategy; Cooperation; Motivation and Incentives; Negotiation; Software; Computer Industry
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"Strategy Simulation: Competitive Dynamics and Wintel." Harvard Business School Simulation 710-802, October 2009.
  • June 1994 (Revised February 1999)
  • Case

Marcia Radosevich and Health Payment Review--1989 (A)

Martha Radosevich, president of Health Payment Review, a small software start-up, confronts a serious cash-flow problem: Health Payment Review has built a PC-based prototype but has run out of funds to build a commercially acceptable mainframe product. As a stop-gap... View Details
Keywords: Negotiation; Cash Flow; Entrepreneurship; Applications and Software; Sales; Information Technology Industry
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Bhide, Amar. "Marcia Radosevich and Health Payment Review--1989 (A)." Harvard Business School Case 394-204, June 1994. (Revised February 1999.)
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