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- October 2024
- Case
Nvidia
By: Andy Wu and Matt Higgins
This case study examines Nvidia's strategic pivot from gaming GPUs to becoming a leader in general-purpose computing and AI. It explores how Nvidia leveraged its GPU architecture to dominate the growing fields of data center acceleration and AI training, outpacing... View Details
- March 2023 (Revised June 2023)
- Case
Metaverse Wars
By: Andy Wu, David B. Yoffie and Matt Higgins
In 2023, the term metaverse — a combination of “meta” and “universe” — had become a catch-all for a diverse set of expectations about online virtual worlds and the future of the internet. To some, the metaverse conjured images of a massive participatory videogame... View Details
Keywords: Metaverse; Technology; Virtual Reality; Facebook; Social Media; Technological Innovation; Internet and the Web; Technology Adoption
Wu, Andy, David B. Yoffie, and Matt Higgins. "Metaverse Wars." Harvard Business School Case 723-431, March 2023. (Revised June 2023.)
- June 2018 (Revised January 2020)
- Case
Sony
By: Stefan Thomke, Atsushi Osanai and Akiko Kanno
Sony used to be synonymous with "innovation" and "cool products." The case reveals how the company lost its edge and describes the leadership initiatives to restore its former glory. In 2012, Kazuo (Kaz) Hirai becomes CEO and successfully transforms Sony, including a... View Details
- March 2014
- Teaching Note
E-Cigarettes: Marketing Versus Public Health
By: John A. Quelch
Electronic cigarettes (e-cigarettes) were heralded by some as a healthcare game changer, enabling smokers to switch to a new product which carried lower risk of cancer. However, there were concerns about the public health risk of e-cigarettes, particularly the chance... View Details
- November 2013 (Revised June 2014)
- Case
E-Cigarettes: Marketing Versus Public Health
By: John A. Quelch and Margaret L. Rodriguez
Electronic cigarettes (e-cigarettes) were heralded by some as a healthcare game changer, enabling smokers to switch to a new product which carried lower risk of cancer. However, there were concerns about the public health risk of e-cigarettes, particularly the chance... View Details
Keywords: Public Health; Tobacco; Smoking; Cigarettes; Electronic Cigarettes; Cancer; Lung; Lorillard; Philip Morris; Safety; Technological Innovation; Conflict of Interests; Market Entry and Exit; Marketing; Health; Advertising; Consumer Products Industry; Health Industry
Quelch, John A., and Margaret L. Rodriguez. "E-Cigarettes: Marketing Versus Public Health." Harvard Business School Case 514-059, November 2013. (Revised June 2014.)
- September 2013 (Revised August 2015)
- Background Note
Leadership and Teaming
By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Asia; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
- October 2010 (Revised May 2011)
- Case
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Kerry Herman
In September 2010, faced with increasing threat from social game companies such as Zynga, Ben Feder, the CEO of Take-Two Interactive Software. Inc., had to decide the long-term strategy of his video-game company. As a publisher of traditional video games for Xbox 360,... View Details
Keywords: Mergers and Acquisitions; Business Model; Leadership Style; Marketing; Competitive Strategy; Entertainment and Recreation Industry
Gupta, Sunil, and Kerry Herman. "Take-Two Interactive Software, Inc." Harvard Business School Case 511-002, October 2010. (Revised May 2011.)
- 2008
- Working Paper
Communication (and Coordination?) in a Modern, Complex Organization
By: Adam M. Kleinbaum, Toby E. Stuart and Michael L. Tushman
This is a descriptive study of the structure of communications in a modern organization. We analyze a dataset with millions of electronic mail messages, calendar meetings and teleconferences for many thousands of employees of a single, multidivisional firm during a... View Details
Keywords: Business Conglomerates; Interpersonal Communication; Organizational Structure; Social Issues; Boundaries
Kleinbaum, Adam M., Toby E. Stuart, and Michael L. Tushman. "Communication (and Coordination?) in a Modern, Complex Organization." Harvard Business School Working Paper, No. 09-004, July 2008.
- October 2006 (Revised September 2007)
- Teaching Note
Electronic Arts in Online Gaming (TN)
- May 2006 (Revised November 2006)
- Case
DVD War
By: David B. Yoffie and Michael Slind
In 2006, the DVD was the most popular storage medium in the entertainment and computer industries. The development of high-definition (HD) technology created a need for a format with greater storage capacity. Instead of agreeing on a single standard for a new HD disc,... View Details
Keywords: Disruption; Entertainment; Business History; Intellectual Property; Product; Competition; Technology Adoption; Electronics Industry; Electronics Industry
Yoffie, David B., and Michael Slind. "DVD War." Harvard Business School Case 706-504, May 2006. (Revised November 2006.)
- 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; Electronics 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.)
- August 2002 (Revised August 2003)
- Case
Electronic Arts Introduces The Sims Online
By: Youngme E. Moon
Electronic Arts (EA), the world's largest independent game publisher, is preparing to launch an online, subscription-based version of the most popular PC game in history: The Sims. The new game is called "The Sims Online" and it differs from the original game in two... View Details
Keywords: Fair Value Accounting; Decision Making; Price; Product Launch; Market Entry and Exit; Internet; Entertainment and Recreation Industry
Moon, Youngme E. "Electronic Arts Introduces The Sims Online." Harvard Business School Case 503-008, August 2002. (Revised August 2003.)
- 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; Electronics Industry
Gourville, John T., and George Wu. "Tweeter etc." Harvard Business School Case 597-028, October 1996. (Revised April 1997.)
- January 1992 (Revised August 1992)
- Case
Lexon Corp. (B)
By: Lynn S. Paine
Lexon Corp. lawyers must decide how to respond to two lawsuits challenging the company's interception of electronic mail on privacy grounds. They must also formulate a company policy on e-mail. One suit was filed by an employee dismissed from her job after asking that... View Details
Keywords: Information; Rights; Managerial Roles; Interpersonal Communication; Employee Relationship Management; Ethics; Lawsuits and Litigation; Computer Industry; California
Paine, Lynn S. "Lexon Corp. (B)." Harvard Business School Case 392-072, January 1992. (Revised August 1992.)
- Teaching Interest
Strategy and Technology
By: Andy Wu
The Strategy and Technology elective course explores the unique aspects of creating effective strategies for technology-intensive businesses.
- What strategies win in markets with network effects?
- How can technology be... View Details
Keywords: Innovation and Management; Innovation Leadership; Innovation Strategy; Technological Innovation; Patents; Business Strategy; Competitive Advantage; Competitive Strategy; Hardware; Information Technology; Internet; Mobile Technology; Online Technology; Search Technology; Software; Technology Adoption; Technology Networks; Technology Platform; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry; Electronics Industry