Skip to Main Content
HBS Home
  • About
  • Academic Programs
  • Alumni
  • Faculty & Research
  • Baker Library
  • Giving
  • Harvard Business Review
  • Initiatives
  • News
  • Recruit
  • Map / Directions
Faculty & Research
  • Faculty
  • Research
  • Featured Topics
  • Academic Units
  • …→
  • Harvard Business School→
  • Faculty & Research→
  • Research
    • Research
    • Publications
    • Global Research Centers
    • Case Development
    • Initiatives & Projects
    • Research Services
    • Seminars & Conferences
    →
  • Publications→

Publications

Publications

Filter Results: (641) Arrow Down
Filter Results: (641) Arrow Down Arrow Up

Show Results For

  • All HBS Web  (641)
    • People  (1)
    • News  (241)
    • Research  (324)
    • Multimedia  (12)
  • Faculty Publications  (190)

Show Results For

  • All HBS Web  (641)
    • People  (1)
    • News  (241)
    • Research  (324)
    • Multimedia  (12)
  • Faculty Publications  (190)
← Page 9 of 641 Results →
  • June 19, 2023
  • Article

Should You Start a Generative AI Company?

By: Julian De Freitas
Many entrepreneurs are considering starting companies that leverage the latest generative AI technology, but they must ask themselves whether they have what it takes to compete on increasingly commoditized foundational models, or whether they should instead... View Details
Keywords: Business Startups; Entrepreneurship; AI and Machine Learning; Applications and Software
Citation
Register to Read
Related
De Freitas, Julian. "Should You Start a Generative AI Company?" Harvard Business Review (website) (June 19, 2023).
  • 22 Jan 2014
  • Working Paper Summaries

Separating Homophily and Peer Influence with Latent Space

Keywords: by Joseph P. Davin, Sunil Gupta & Mikołaj Jan Piskorski
  • 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
Citation
Educators
Purchase
Related
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.)
  • 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
Citation
Educators
Purchase
Related
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
Citation
Educators
Purchase
Related
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
Citation
Educators
Purchase
Related
Gourville, John T., and George Wu. "Tweeter etc." Harvard Business School Case 597-028, October 1996. (Revised April 1997.)
  • February 4, 2013
  • Guest Column

How Facebook Can Totally Undermine Apple and Google in the Platform Games

By: Andrei Hagiu
Today, Facebook seems like the juggernaut crushing everything in its path, most recently Twitter's Vine app and Yandex's social app. And in its last quarter, Facebook's mobile usage surpassed its web usage—for the first time ever. This is important because Facebook has... View Details
Keywords: Technology Industry
Citation
Read Now
Related
Hagiu, Andrei. "How Facebook Can Totally Undermine Apple and Google in the Platform Games." Wired.com (February 4, 2013).
  • 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)
Citation
Educators
Purchase
Related
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
Citation
Educators
Purchase
Related
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
Citation
Educators
Purchase
Related
Edelman, Benjamin, and Wei Sun. "Resuscitating Monitter." Harvard Business School Case 915-027, April 2015. (Revised December 2015.) (request a courtesy copy.)
  • 18 Oct 2016
  • News

How unequal should America be? Take this inequality quiz.

    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

    • 01 Feb 2012
    • News

    Magic And Innovation: Often The Twain Shall Meet

    • 13 Jan 2011
    • News

    Microsoft's Ambivalence About Kinect Hackers

    • 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
    • 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
    Citation
    Educators
    Purchase
    Related
    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.)
    • 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)
    Citation
    Educators
    Purchase
    Related
    Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
    • 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
    Keywords: Entrepreneurship; Venture Capital; Operations; Business Startups; Customer Focus and Relationships; Age; Brands and Branding; Technology Industry; United States
    Citation
    Educators
    Related
    Bussgang, Jeffrey J., and Kumba Sennaar. "Honeycomb." Harvard Business School Case 824-012, July 2023.
    • 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
    Citation
    Educators
    Purchase
    Related
    McGee, Henry, and Sarah Mehta. "Magnus Resch: Transforming the Art Market Through Transparency." Harvard Business School Case 319-002, August 2018. (Revised September 2019.)
    • 14 Mar 2016
    • Working Paper Summaries

    The Role of Incentive Salience in Habit Formation

    Keywords: by Leslie John, Katherine L. Milkman, Francesca Gino, Bradford Tuckfield, and Luca Foschini; Health
    • ←
    • 9
    • 10
    • …
    • 32
    • 33
    • →
    ǁ
    Campus Map
    Harvard Business School
    Soldiers Field
    Boston, MA 02163
    →Map & Directions
    →More Contact Information
    • Make a Gift
    • Site Map
    • Jobs
    • Harvard University
    • Trademarks
    • Policies
    • Accessibility
    • Digital Accessibility
    Copyright © President & Fellows of Harvard College.