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  • All HBS Web  (2,020)
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    • News  (372)
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    • Events  (11)
    • Multimedia  (14)
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← Page 30 of 2,020 Results →
  • November 2020 (Revised July 2022)
  • Case

Dell Technologies: Bringing the Cloud to the Ground

By: Navid Mojir and V. Kasturi Rangan
The case tells the story of Dell Technologies and its efforts to revitalize its value proposition and escape a commodity trap by acquiring EMC for $67 billion—the largest tech acquisition in history. It also shows the deeply intertwined connections between a company’s... View Details
Keywords: Value Proposition; Go-to-market; Strategic Positioning; Mergers and Acquisitions; Business Strategy; Marketing Strategy; Technological Innovation; Business Divisions; Information Technology Industry; Computer Industry
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Mojir, Navid, and V. Kasturi Rangan. "Dell Technologies: Bringing the Cloud to the Ground." Harvard Business School Case 521-036, November 2020. (Revised July 2022.)
  • January 2018 (Revised January 2020)
  • Case

STRIVR: Changing the Game in Virtual Reality

By: Rajiv Lal, Matt Denison, Robert Higgins and Scott Johnson
The CEO of a growing virtual reality company that trains athletes must decide whether or not to stay in sports or expand into other areas. View Details
Keywords: Virtual Reality; Strivr; Internet Of Things; Football; Retail; Training; Startup; Start-up; Start-up Growth; "Sports Organizations,; Experiential Marketing; Business Startups; Technological Innovation; Sports; Information Infrastructure; Applications and Software; Digital Platforms; Technology Adoption; Sports Industry; Technology Industry; Retail Industry; United States
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Lal, Rajiv, Matt Denison, Robert Higgins, and Scott Johnson. "STRIVR: Changing the Game in Virtual Reality." Harvard Business School Case 518-048, January 2018. (Revised January 2020.)
  • March 2017 (Revised September 2017)
  • Case

Facebook Fake News in the Post-Truth World

By: John R. Wells and Carole A. Winkler
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 many attributed Trump’s victory to... 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; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; 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
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Wells, John R., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
  • February 2024
  • Module Note

Collaborate on the Core, Compete on the Edges

By: Frank Nagle
In the rapidly evolving environment of modern business, the digitization of economic activity and the ubiquitous integration of technology across industries are fundamentally altering how companies develop and implement strategy. The rise of digital technologies has... View Details
Keywords: Technology Adoption; Competition; Cooperation; Collaborative Innovation and Invention
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Nagle, Frank. "Collaborate on the Core, Compete on the Edges." Harvard Business School Module Note 724-453, February 2024.
  • October 2017
  • Case

LeBron James: Building a Hollywood Empire

By: Anita Elberse
It is June 2016. Superstar basketball player LeBron James and his childhood friend and business partner Maverick Carter are celebrating James’ third NBA championship. The duo will soon have to decide on a strategy for their media businesses—their film and television... View Details
Keywords: Film; Motion Picutres; Superstar; Innovation; Creative Industries; Talent; General Management; Celebrities; Marketing; Entertainment; Sports; Media; Film Entertainment; Innovation Strategy; Talent and Talent Management; Strategy; Digital Strategy; Sports Industry; Media and Broadcasting Industry; Entertainment and Recreation Industry; Motion Pictures and Video Industry
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Elberse, Anita. "LeBron James: Building a Hollywood Empire." Harvard Business School Case 518-042, October 2017.
  • October 2009 (Revised July 2012)
  • Case

Emotiv Systems Inc.: It's the Thoughts that Count

By: Elie Ofek, Jason Riis and Paul Hamilton
Emotiv is getting ready to launch its innovative brain-computer interfacing (BCI) technology. The company has developed a special headset, called EPOC, and highly sophisticated software that can translate a person's emotions, cognitive thoughts, and facial expressions... View Details
Keywords: Technology Adoption; Sales; Technological Innovation; Demand and Consumers; Marketing Strategy; Partners and Partnerships; Entrepreneurship; Forecasting and Prediction; Product Launch; Business Startups; Technology Industry
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Ofek, Elie, Jason Riis, and Paul Hamilton. "Emotiv Systems Inc.: It's the Thoughts that Count." Harvard Business School Case 510-050, October 2009. (Revised July 2012.)

    Magie Cheng

    Mengjie (Magie) Cheng is a Ph.D. student in Marketing at Harvard Business School. She received her B.S. in Finance from Chu Kochen Honors College at Zhejiang University and M.S. in Management Science and... View Details
    • 25 Feb 2019
    • News

    Announcing The Case Centre’s* Award and Competition Winners 2019

    • March 2003 (Revised August 2005)
    • Case

    Making SMaL Big: SMaL Camera Technologies

    By: Clayton M. Christensen and Scott Duncan Anthony
    SMaL Camera Technologies CEO Maurizio Arienzo was trying to decide what market opportunities SMaL should target. The company had developed a revolutionary imaging technology that powered small digital still and video cameras. Its first-generation product--a kit to... View Details
    Keywords: Product Development; Decision Making; Disruptive Innovation; Market Entry and Exit; Electronics Industry; Computer Industry; Massachusetts
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    Christensen, Clayton M., and Scott Duncan Anthony. "Making SMaL Big: SMaL Camera Technologies." Harvard Business School Case 603-116, March 2003. (Revised August 2005.)

      Frank Nagle

      Frank Nagle is an assistant professor in the Strategy Unit at Harvard Business School. Professor Nagle studies how competitors can collaborate on the creation of core technologies, while still competing on the products and services built on top of them - especially... View Details

      • 19 Apr 2017
      • HBS Seminar

      Pablo Boczkowski

      • Article

      Seize the Power

      By: Stefan Thomke
      A company’s ability to create and refine its products, customer experiences, processes, and business models—in other words, to compete—is deeply affected by its ability to experiment. Digital giants such as Amazon, Facebook, Google, and Booking.com have found... View Details
      Keywords: Experimentation; Competitiveness; Competition; Innovation and Invention; Marketing; Organizational Change and Adaptation
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      Thomke, Stefan. "Seize the Power." Indian Management (February 2020).
      • April 2011 (Revised May 2011)
      • Case

      EMC2: Delivering Customer Centricity

      By: Thomas Steenburgh and Jill Avery
      This case introduces the concept of customer centricity and traces its development at EMC, the world's leading data storage hardware and information management software company. EMC's customers had historically relied on EMC salespeople to guide them through the... View Details
      Keywords: Business Model; Interpersonal Communication; Customer Relationship Management; Knowledge Acquisition; Marketing Strategy; Organizational Change and Adaptation; Salesforce Management; Social and Collaborative Networks; Internet; Information Technology Industry
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      Steenburgh, Thomas, and Jill Avery. "EMC2: Delivering Customer Centricity." Harvard Business School Case 511-124, April 2011. (Revised May 2011.)
      • October 2021 (Revised March 2022)
      • Supplement

      PittaRosso: Artificial Intelligence-Driven Pricing and Promotion

      By: Ayelet Israeli and Fabrizio Fantini
      PittaRosso, a traditional Italian shoe retailer, is implementing an AI system to provide pricing and promotion recommendations. The system allows them to implement changes that would affect both the top of funnel and bottom of funnel activities for the company: once... View Details
      Keywords: Artificial Intelligence; Pricing; Pricing Algorithm; Pricing Decisions; Pricing Strategy; Pricing Structure; Promotion; Promotions; Online Marketing; Data-driven Decision-making; Data-driven Management; Retail; Retail Analytics; Price; Advertising Campaigns; Analytics and Data Science; Analysis; Digital Marketing; Budgets and Budgeting; Marketing Strategy; Marketing; Transformation; Decision Making; Retail Industry; Italy
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      Israeli, Ayelet, and Fabrizio Fantini. "PittaRosso: Artificial Intelligence-Driven Pricing and Promotion." Harvard Business School Spreadsheet Supplement 522-710, October 2021. (Revised March 2022.)
      • November 2006 (Revised November 2007)
      • Case

      EFJ, Inc.

      By: Lynda M. Applegate, Ajay Vinze and Mara Vatz
      Michael Jalbert plans to transform EFJI, a land mobile radio manufacturer, into a leading radio systems and solutions provider. Taking advantage of new industry standards and the country's increased focus on public safety agencies and homeland security, Jalbert says... View Details
      Keywords: Disruptive Innovation; Leading Change; Growth and Development Strategy; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Expansion
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      Applegate, Lynda M., Ajay Vinze, and Mara Vatz. "EFJ, Inc." Harvard Business School Case 807-062, November 2006. (Revised November 2007.)
      • August 2019
      • Case

      Walmart's Omnichannel Strategy: Revolution or Miscalculation?

      By: Ramon Casadesus-Masanell and Karen Elterman
      This case describes Walmart's omnichannel strategy in 2018 as it battled Amazon for online retail market share. The case discusses Walmart's early forays into online retail, as well as its 2018 strategy, which aimed to integrate Walmart's enormous brick and mortar... View Details
      Keywords: Acquisition; Strategy; Internet and the Web; Distribution; Distribution Channels; Competition; Retail Industry; Bentonville; Arkansas; New Jersey; Seattle; United States
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      Casadesus-Masanell, Ramon, and Karen Elterman. "Walmart's Omnichannel Strategy: Revolution or Miscalculation?" Harvard Business School Case 720-370, August 2019.

        Jeffrey F. Rayport

        Jeffrey F Rayport is a faculty member in the Entrepreneurial Management Unit at Harvard Business School, where he teaches in the School’s MBA and Executive Education Programs and on HBS Online. His primary focus in teaching and research is growth-stage technology... View Details

        • 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)
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        Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 2017.
        • June 2018
        • Article

        Video Content Marketing: The Making of Clips

        By: Xuan Liu, Savannah Wei Shi, Thales S. Teixeira and Michel Wedel
        Consumers have an increasingly wide variety of options available to entertain themselves. This poses a challenge for content aggregators who want to effectively promote their video content online through original trailers of movies, sitcoms, and video games. Marketers... View Details
        Keywords: Film Entertainment; Marketing; Digital Marketing; Performance Effectiveness; Performance Improvement
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        Liu, Xuan, Savannah Wei Shi, Thales S. Teixeira, and Michel Wedel. "Video Content Marketing: The Making of Clips." Journal of Marketing 82, no. 4 (July 2018): 86–101.
        • 01 Nov 2012
        • HBS Seminar

        Joel Waldfogel, University of Minnesota

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