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Show Results For
- All HBS Web
(284)
- News (66)
- Research (160)
- Multimedia (2)
- Faculty Publications (109)
- June 2001
- Case
Bang Networks- The First Customer (A)
By: Jay O. Light and Mary N. Caravella
In November 2000, six-month-old start-up Bang Networks is preparing a proposal for its first paid subscription contract. The recent MBA founders of the new San Francisco--based company believe they have a unique new solution for effective delivery of real-time Web... View Details
Keywords: Business Startups; Negotiation Tactics; Internet and the Web; Valuation; Value Creation; Negotiation Preparation; Information Technology Industry; San Francisco
Light, Jay O., and Mary N. Caravella. "Bang Networks- The First Customer (A)." Harvard Business School Case 201-111, June 2001.
- June 2020
- Supplement
Comcast Corporation (B)
The (B) case, set in the summer of 2020, highlights the concern of Comcast CEO Brian Roberts, as the streaming war intensifies. In a short period of time several new streaming services, such as Disney+, Apple TV+, Quibi, and HBO Max were launched and cable subscription... View Details
- June 2018
- Teaching Note
The Transformation of Microsoft
By: C. Fritz Foley and F. Katelynn Boland
Teaching Note for HBS No. 218-048. In early 2015, Amy Hood, CFO of Microsoft, and the rest of the senior leadership team faced a set of fundamental choices. The firm had opportunities to serve customers in ways that would be associated with higher growth but lower... View Details
- 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.)
- September 2018 (Revised April 2019)
- Case
AMC Entertainment: Creating a Spectacular Moviegoing Experience (A)
By: Henry McGee and Aldo Sesia
In 2018, the Hollywood film industry is facing tough headwinds. Fewer and fewer Americans are going to movie theaters, opting instead to watch movies on demand in the comfort of their own homes or on portable devices. Adam Aron, the head of the world’s largest movie... View Details
Keywords: Exhibitors; Movies; Film Entertainment; Disruptive Innovation; Consumer Behavior; Competitive Strategy; Expansion; Global Range; Business Model; Motion Pictures and Video Industry
McGee, Henry, and Aldo Sesia. "AMC Entertainment: Creating a Spectacular Moviegoing Experience (A)." Harvard Business School Case 319-024, September 2018. (Revised April 2019.)
- May 2021 (Revised August 2021)
- Case
Melissa Wood Health: How to Win in the Creator Economy
By: Eva Ascarza
In October 2020, Melissa Wood-Tepperberg, founder of the digital subscription wellness platform Melissa Wood Health (MWH) and creator of ‘The MWH Method,’ was evaluating the strategic directions of her company. What had started as a way to share workouts and wellness... View Details
Ascarza, Eva. "Melissa Wood Health: How to Win in the Creator Economy." Harvard Business School Case 521-086, May 2021. (Revised August 2021.)
Bigbelly
To accelerate Bigbelly's sales growth and its "smart cities" positioning, its CEO planned to shift his company from equipment sales to a subscription service. Jack Kutner hoped to re-position Bigbelly's solar-powered trash compacting stations beyond trash and... View Details
- 18 Apr 2014
- News
Making “Freemium” Work
- May 2014
- Article
Making 'Freemium' Work: Many Start-ups Fail to Recognize the Challenges of This Popular Business Model
By: Vineet Kumar
The article discusses the "freemium" business model, which is used by some Internet businesses and smartphone application developers to give users free basic features of a digital product and access to premium functionality for a subscription fee. The discussion topics... View Details
Kumar, Vineet. "Making 'Freemium' Work: Many Start-ups Fail to Recognize the Challenges of This Popular Business Model." Harvard Business Review 92, no. 5 (May 2014): 27–29.
- August 2022 (Revised March 2023)
- Case
Pricing at Netflix: The Sequel
By: Elie Ofek and Amy Klopfenstein
This case continues the themes discussed in "Pricing at Netflix" (Case 521-004). Following the conclusion of the original case, Netflix developed new, high-profile original content, added millions of subscribers, and introduced another price increase in January 2022.... View Details
Keywords: Marketing; Advertising; Marketing Strategy; Entertainment; Film Entertainment; Television Entertainment; Finance; Strategy; Competition; Competitive Strategy; Business Strategy; Adaptation; Internet and the Web; Customers; Customer Satisfaction; Entertainment and Recreation Industry; Advertising Industry; North and Central America; United States
Ofek, Elie, and Amy Klopfenstein. "Pricing at Netflix: The Sequel." Harvard Business School Case 523-015, August 2022. (Revised March 2023.)
- February 2013
- Case
YouTube Channels
By: Sunil Gupta and Dharmishta Rood
In December 2011 YouTube launched a website redesign that made Channels the central focus of the site. This redesign was the company's first foray into a strategy designed to foster long-form user engagement. YouTube invested $100 million in 100 Channels, often created... View Details
- November 2017 (Revised July 2019)
- Case
Project Moab at Hulu
By: C. Fritz Foley and James Weber
In 2015, Elaine Paul, CFO of Hulu, and the rest of the senior leadership team, must decide if they should offer a new, advertisement-free subscription service. At the time Hulu distributed a wide variety of content including in season current programing and earned... View Details
Keywords: Video On Demand; Subscriber Models; Media; Business Model; Decision Choices and Conditions; Media and Broadcasting Industry; Entertainment and Recreation Industry; United States
Foley, C. Fritz, and James Weber. "Project Moab at Hulu." Harvard Business School Case 218-050, November 2017. (Revised July 2019.)
- May 2019 (Revised January 2020)
- Case
The Video-Streaming Wars in 2019: Can Disney Catch Netflix?
By: Anita Elberse and Monica Cody
Bob Iger, CEO of entertainment conglomerate Disney, thrilled investors with details about Disney’s upcoming foray into video streaming in April 2019. Disney’s move was only the latest in a series of actions taken by new and established entertainment companies in a... View Details
Keywords: Television; Entertainment; Media; Television Entertainment; Management; Strategy; Disruption; Information Technology; Competition; Media and Broadcasting Industry; Entertainment and Recreation Industry
Elberse, Anita, and Monica Cody. "The Video-Streaming Wars in 2019: Can Disney Catch Netflix?" Harvard Business School Case 519-094, May 2019. (Revised January 2020.)
- August 2012
- Case
Jess Westerly at Kauflauf GmbH
By: John J. Gabarro and Colleen Kaftan
Jess Westerly is the assistant product owner of CRM applications for computer and office supply wholesalers and retailers at Kauflauf, a fast-growing provider of subscription enterprise software headquartered in Heidelberg, Germany. Only months into her job, outsider... View Details
Keywords: Applications and Software; Organizational Culture; Organizational Change and Adaptation; Change Management; Leading Change; Behavior; Salesforce Management; Social and Collaborative Networks; Planning; Web Services Industry; Germany
Gabarro, John J., and Colleen Kaftan. "Jess Westerly at Kauflauf GmbH." Harvard Business School Brief Case 913-527, August 2012.
- 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.
- February 2014
- Technical Note
Mobile Broadband and the Telecommunications Industry in 2011
By: Lynda M. Applegate, Kerry Herman and Christine Snively
Mobile broadband carriers provide network access to the Internet for a range of devices (typically portable or mobile), including consumer devices such as smartphones, tablets and E-Readers, but also a host of new emerging devices. Mobile broadband networks enable data... View Details
Keywords: Telecommunications; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Digital Platforms; Mobile and Wireless Technology; Telecommunications Industry; Information Technology Industry; Technology Industry; Communications Industry
Applegate, Lynda M., Kerry Herman, and Christine Snively. "Mobile Broadband and the Telecommunications Industry in 2011." Harvard Business School Technical Note 814-009, February 2014.
- 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.)
- October 2015
- Case
Bigbelly
By: Mitch Weiss and Christine Snively
To accelerate Bigbelly's sales growth and its "smart cities" positioning, its CEO planned to shift his company from equipment sales to a subscription service. Jack Kutner hoped to re-position Bigbelly's solar-powered trash compacting stations beyond trash and recycling... View Details
Keywords: Public Entrepreneurship; Smart Cities; Government Innovation; Internet Of Things; IoT; Anything As A Service; Platform As A Service; Infrastructure As A Service; PaaS; Xaas; Bigbelly; Jack Kutner; B2G; Civic Innovation; City Innovation; Government Technology; Govtech; Civic Technology; Entrepreneurship; Sales; Innovation and Invention; Digital Platforms; Internet and the Web; Information Technology Industry; Public Administration Industry; Telecommunications Industry; Web Services Industry; Industrial Products Industry; Massachusetts; United States; Boston; Chicago; Philadelphia; New York (city, NY)
Weiss, Mitch, and Christine Snively. "Bigbelly." Harvard Business School Case 816-005, October 2015.
- September 2010
- Case
Angie's List
Angie's List is a paid subscription-based service that gives consumers online access to member-submitted reviews of plumbers, electricians, and other home service providers. Customer and revenue growth are strong, but customer acquisition costs are high and the company... View Details
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Electronics Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)