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(636)
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- Faculty Publications (186)
Show Results For
- All HBS Web
(636)
- People (1)
- News (240)
- Research (319)
- Multimedia (12)
- Faculty Publications (186)
- September 2024
- Case
Eat App: Building and Monetizing an End-to-End Dining Experience Solution
By: Elie Ofek and Ahmed Dahawy
Founded in 2015 in Bahrain, Eat App was an up-and-coming player in the global restaurant management software business. In early 2024, having shifted to a product-led growth strategy, the company’s co-founders faced a host of decisions that could greatly impact their... View Details
Keywords: Price; Growth and Development Strategy; Product Marketing; Negotiation Deal; Internet and the Web; Value Creation; Profit; Revenue; Applications and Software; Product; Food and Beverage Industry; Technology Industry; Bahrain; United Arab Emirates; Abu Dhabi; Dubai
Ofek, Elie, and Ahmed Dahawy. "Eat App: Building and Monetizing an End-to-End Dining Experience Solution." Harvard Business School Case 525-019, September 2024.
- 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.)
- October 1996 (Revised April 1997)
- Case
Tweeter etc.
By: John T. Gourville and George Wu
In the early 1990s, Tweeter etc., a small regional retailer of higher-end audio and video equipment, faced increasing competitive pricing pressures from several large regional and national consumer electronics chains. In response, in 1993, they introduced "Automatic... View Details
Keywords: Advertising; Customer Focus and Relationships; Price; Market Entry and Exit; Supply Chain Management; Competition; Electronics Industry; Retail Industry
Gourville, John T., and George Wu. "Tweeter etc." Harvard Business School Case 597-028, October 1996. (Revised April 1997.)
- 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.)
- October 2016
- Case
Addicaid: Scaling a Digital Platform for Addiction Wellness and Recovery
By: Robert S. Huckman and Sarah Mehta
In 2013, Sam Frons founded Addicaid—a mobile application (app) that allowed people in addiction recovery to track their progress, check in with counselors, and connect with others in recovery programs. The app was grounded in cognitive behavioral therapy and used the... View Details
Keywords: Digital Health Interventions; Substance Use Disorder; Addiction Treatment; Addiction Recovery; Scale; Innovation; Health; Health Disorders; Health Industry; New York (city, NY)
Huckman, Robert S., and Sarah Mehta. "Addicaid: Scaling a Digital Platform for Addiction Wellness and Recovery." Harvard Business School Case 617-018, October 2016.
- August 2014 (Revised December 2015)
- Case
Showrooming at Best Buy
By: Thales Teixeira and Elizabeth Anne Watkins
Best Buy is a consumer electronics retailer with nearly 2,000 stores worldwide. In 2012, the rising popularity of price-matching apps for mobile phones made price differences between retailers transparent, online and offline. Shoppers' desire to test electronics... View Details
Keywords: Competition; Price; Consumer Behavior; Applications and Software; Mobile and Wireless Technology; Retail Industry; Electronics Industry
Teixeira, Thales, and Elizabeth Anne Watkins. "Showrooming at Best Buy." Harvard Business School Case 515-019, August 2014. (Revised December 2015.)
- April 2015 (Revised December 2015)
- Case
Resuscitating Monitter
By: Benjamin Edelman and Wei Sun
After a Twitter API change and policy change block his fledgling startup, solo entrepreneur Alex Holt evaluates his options. Should he double-down with a major investment in new servers, rewriting his app from scratch, and charging users for a service that he had... View Details
Keywords: Platform Strategy; Envelopment; Dependence; Social Media; Business Strategy; Vertical Integration; Information Technology; Digital Platforms; Advertising Industry; Information Technology Industry; Australia
Edelman, Benjamin, and Wei Sun. "Resuscitating Monitter." Harvard Business School Case 915-027, April 2015. (Revised December 2015.) (request a courtesy copy.)
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
- 13 Jan 2011
- News
Microsoft's Ambivalence About Kinect Hackers
- 18 Oct 2016
- News
How unequal should America be? Take this inequality quiz.
- 01 Feb 2012
- News
Magic And Innovation: Often The Twain Shall Meet
- August 2018 (Revised September 2019)
- Case
Magnus Resch: Transforming the Art Market Through Transparency
By: Henry McGee and Sarah Mehta
Economist and entrepreneur Magnus Resch was on a mission to make the art market more transparent. To that end, in 2014, he began building the Magnus app, which catalogued the price and transaction history of millions of works of art. Users could download the app, take... View Details
Keywords: Art Market; Transparency; Art Pricing; Business Startups; Decision Making; Innovation Strategy; Culture; Business Strategy; Mobile Technology; Fine Arts Industry; Information Technology Industry
McGee, Henry, and Sarah Mehta. "Magnus Resch: Transforming the Art Market Through Transparency." Harvard Business School Case 319-002, August 2018. (Revised September 2019.)
- July 2023
- Case
Honeycomb
By: Jeffrey J. Bussgang and Kumba Sennaar
Honeycomb, an audio app enabling seniors to record stories and save family memories, suddenly draws interest from a younger user demographic. The co-founders consider pivoting to better serve this new user demographic. How should they think about strategy, brand, and... View Details
- 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.
- August 2017 (Revised July 2019)
- Case
GROW: Using Artificial Intelligence to Screen Human Intelligence
By: Ethan Bernstein, Paul McKinnon and Paul Yarabe
Over 10% of all 2017 university graduates in Japan used GROW, an artificial intelligence platform and mobile app developed by Tokyo-based people analytics startup IGS, to recruit for a job. This case puts participants in the shoes of IGS founder and CEO Masahiro... View Details
Keywords: Big Data; Artificial Intelligence; Talent and Talent Management; Recruitment; Selection and Staffing; Human Resources; Information Technology; AI and Machine Learning; Analytics and Data Science; Financial Services Industry; Air Transportation Industry; Advertising Industry; Manufacturing Industry; Technology Industry; Japan
Bernstein, Ethan, Paul McKinnon, and Paul Yarabe. "GROW: Using Artificial Intelligence to Screen Human Intelligence." Harvard Business School Case 418-020, August 2017. (Revised July 2019.)
- 14 Mar 2016
- Working Paper Summaries
The Role of Incentive Salience in Habit Formation
U.S. Innovators Dogged by Money-grubbing ‘Patent Trolls’
The U.S. economy is driven by innovation, but unwelcome “patent trolls” are gunking up the system. Patent reform bills sit idle in Congress as the “trolls” set up companies for the sole purpose, critics say, of shaking down inventors while never creating... View Details
- 06 Oct 2020
- News
Congress made a lousy case for breaking up Big Tech
- 08 Sep 2015
- First Look
September 8, 2015
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... View Details
Keywords: Carmen Nobel
- 21 Jan 2014
- First Look
First Look: January 21
Davin, Joseph P., Sunil Gupta, and Mikołaj Jan Piskorski Abstract—We study the impact of peer behavior on the adoption of mobile apps in a social network. To identify social influence properly, we introduce latent space as an approach to... View Details
Keywords: Sean Silverthorne