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- All HBS Web (1,332)
- Faculty Publications (771)
- February 2017
- Case
Clear Channel (A): The Rise, 1972–2003
By: John R. Wells and Gabriel Ellsworth
At the end of 2003, Clear Channel Communications, Inc., a diversified media group with revenues of $8.9 billion, could claim leadership positions in all three of its main businesses. Clear Channel Broadcasting was the largest radio-station operator in the world, with...
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Keywords:
Clear Channel;
Clear Channel Outdoor;
Radio;
Outdoor Advertising;
Concert Industry;
Lowry Mays;
Federal Communications Commission;
Regulation;
Regulations;
Regulatory Environment;
JCDecaux;
Media;
Growth Management;
Consolidation;
Competitive Strategy;
Fair Value Accounting;
Advertising;
Acquisition;
Mergers and Acquisitions;
Business Growth and Maturation;
For-Profit Firms;
Entertainment;
Music Entertainment;
Television Entertainment;
Public Equity;
Profit;
Revenue;
Geographic Scope;
Multinational Firms and Management;
Government Legislation;
Business History;
Laws and Statutes;
Business or Company Management;
Growth and Development Strategy;
Marketing Channels;
Industry Structures;
Public Ownership;
Problems and Challenges;
Sales;
Opportunities;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Corporate Strategy;
Diversification;
Expansion;
Wireless Technology;
Valuation;
Media and Broadcasting Industry;
Entertainment and Recreation Industry;
Advertising Industry;
Music Industry;
United States;
Texas
Wells, John R., and Gabriel Ellsworth. "Clear Channel (A): The Rise, 1972–2003." Harvard Business School Case 717-476, February 2017.
- June 2024
- Case
Aidoc: Building a Hospital-Centric AI Platform
By: Ariel D. Stern and Susan Pinckney
In 2023, Israel-based AI health care company Aidoc evaluated its future. The company, founded in 2016, had grown from commercializing a single AI product for radiologists to a software platform that could detect 20 conditions and immediately notify care teams of...
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Keywords:
Business Growth and Maturation;
Business Model;
Business Organization;
Business Startups;
Disruption;
Cost vs Benefits;
Decision Choices and Conditions;
Decisions;
Private Sector;
Entrepreneurial Finance;
Global Range;
Global Strategy;
Globalized Markets and Industries;
Governance Compliance;
Governance Controls;
Governing and Advisory Boards;
Policy;
Growth and Development;
Health;
Medical Specialties;
AI and Machine Learning;
Digital Platforms;
Digital Transformation;
Technology Adoption;
Disruptive Innovation;
Innovation and Management;
Innovation Strategy;
Laws and Statutes;
Growth and Development Strategy;
Growth Management;
Distribution;
Product Development;
Success;
Performance Efficiency;
Strategic Planning;
Research and Development;
Risk and Uncertainty;
Business Strategy;
Competitive Advantage;
Value Creation;
Health Industry;
Israel
Stern, Ariel D., and Susan Pinckney. "Aidoc: Building a Hospital-Centric AI Platform." Harvard Business School Case 624-046, June 2024.
- September 2020 (Revised February 2023)
- Teaching Note
Uber: Competing Globally
By: Alexander J. MacKay
Teaching Note for HBS Case No. 720-404.
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Keywords:
Business Ventures;
Business Growth and Maturation;
Business Model;
Geography;
Geographic Location;
Geographic Scope;
Global Strategy;
Globalization;
Multinational Firms and Management;
Globalized Markets and Industries;
Governance;
Governance Controls;
Governing Rules, Regulations, and Reforms;
Innovation and Invention;
Disruptive Innovation;
Innovation Strategy;
Law;
Management;
Growth and Development;
Growth Management;
Markets;
Demand and Consumers;
Consumer Behavior;
Network Effects;
Emerging Markets;
Market Design;
Market Entry and Exit;
Market Participation;
Supply and Industry;
Industry Structures;
Planning;
Strategic Planning;
Relationships;
Business and Community Relations;
Business and Government Relations;
Business and Stakeholder Relations;
Labor and Management Relations;
Networks;
Adaptation;
Strategy;
Business Strategy;
Competition;
Competitive Advantage;
Competitive Strategy;
Expansion;
Information Technology;
Mobile and Wireless Technology;
Digital Platforms;
Transportation Networks;
Transportation;
Transportation Industry;
Technology Industry;
Africa;
Ghana;
Asia;
China;
Shanghai;
Shanghai Shi;
India;
New Delhi;
Europe;
United Kingdom;
London;
England;
Latin America;
North and Central America;
United States;
New York (city, NY);
New York (state, US);
South America;
Colombia
- November 2004 (Revised September 2019)
- Background Note
The U.S. Health Club Industry in 2004
By: John R. Wells, Gabriel Ellsworth and Benjamin Weinstock
In 2004, the $16.8 billion U.S. health club industry continued its strong record of growth. There were almost 27,000 health clubs in the United States, up from 6,700 two decades earlier, and these clubs claimed 41 million members, over 14% of the U.S. population....
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Keywords:
Health Clubs;
Fitness;
Gyms;
Chain;
Weight Loss;
Obesity;
Exercise;
Personal Training;
Bally Total Fitness;
24 Hour Fitness;
YMCA;
Gold's Gym;
Curves;
Franchise;
Franchising;
Subscription;
Promotional Sales;
Promotions;
Fixed Costs;
Body;
Accrual Accounting;
Revenue Recognition;
Buildings and Facilities;
Business Growth and Maturation;
Business Model;
For-Profit Firms;
Trends;
Customers;
Demographics;
Age;
Income;
Private Equity;
Financing and Loans;
Profit;
Revenue;
Geographic Scope;
Multinational Firms and Management;
Health;
Nutrition;
Business History;
Employees;
Retention;
Human Capital;
Working Conditions;
Contracts;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Markets;
Demand and Consumers;
Supply and Industry;
Industry Growth;
Industry Structures;
Operations;
Service Operations;
Franchise Ownership;
Private Ownership;
Public Ownership;
Problems and Challenges;
Sales;
Salesforce Management;
Situation or Environment;
Opportunities;
Nonprofit Organizations;
Welfare;
Sports;
Strategy;
Business Strategy;
Competition;
Competitive Strategy;
Consolidation;
Corporate Strategy;
Customization and Personalization;
Expansion;
Segmentation;
Hardware;
Health Industry;
United States
Wells, John R., Gabriel Ellsworth, and Benjamin Weinstock. "The U.S. Health Club Industry in 2004." Harvard Business School Background Note 705-445, November 2004. (Revised September 2019.)
- October 2016
- Supplement
24 Hour Fitness (B): Ownership Changes, 2005–2016
By: John R. Wells and Gabriel Ellsworth
In 2016, 24 Hour Fitness was the number-two fitness chain in the United States, generating revenues of $1.4 billion from 441 clubs serving 3.8 million members. Based in San Ramon, California, 24 Hour Fitness operated clubs in 13 states. Having grown rapidly to become...
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Keywords:
Advertising;
Advertising Campaigns;
Buildings and Facilities;
Acquisition;
Business Growth and Maturation;
Business Model;
Business Organization;
For-Profit Firms;
Customers;
Customer Focus and Relationships;
Customer Satisfaction;
Age;
Training;
Private Equity;
Financing and Loans;
Price;
Profit;
Revenue;
Geographic Location;
Geographic Scope;
Health;
Nutrition;
Business History;
Human Resources;
Employees;
Employee Relationship Management;
Recruitment;
Selection and Staffing;
Journals and Magazines;
Human Capital;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Management Teams;
Marketing;
Brands and Branding;
Marketing Channels;
Marketing Communications;
Marketing Strategy;
Social Marketing;
Demand and Consumers;
Market Entry and Exit;
Media;
Organizational Design;
Private Ownership;
Problems and Challenges;
Groups and Teams;
Sales;
Salesforce Management;
Situation or Environment;
Welfare or Wellbeing;
Sports;
Strategy;
Business Strategy;
Competition;
Competitive Strategy;
Competitive Advantage;
Corporate Strategy;
Expansion;
Segmentation;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Software;
Web Sites;
Value;
Valuation;
Health Industry;
Media and Broadcasting Industry;
United States;
California;
San Francisco
Wells, John R., and Gabriel Ellsworth. "24 Hour Fitness (B): Ownership Changes, 2005–2016." Harvard Business School Supplement 717-423, October 2016.
- 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...
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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.)
- 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...
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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)
- Web
America on the Move - U.S. Competitiveness
name is outmoded anyway; it also funds public transit. Expand the scope to include technology innovations. Assemble information that users care about—e.g., port efficiency moving goods, commute times, buses to available health providers,...
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