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- 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.)
- January 2023 (Revised June 2023)
- Case
Replika: Embodying AI
By: Shikhar Ghosh, Shweta Bagai and Marilyn Morgan Westner
Replika was a virtual AI companion that provided a way for people to process their emotions, build connections in a safe environment, and get through periods of loneliness. The chatbot fulfilled a user's need for a friend, romantic partner, or purely an emotional... View Details
Ghosh, Shikhar, Shweta Bagai, and Marilyn Morgan Westner. "Replika: Embodying AI." Harvard Business School Case 823-090, January 2023. (Revised June 2023.)
- November 2022 (Revised April 2023)
- Supplement
HTC and Virtual Reality (B)
By: Andy Wu and Matt Higgins
In April 2023, Cher Wang, CEO and Chairwoman of HTC, reflected on her time as a leader in the virtual reality industry from her office high above Taoyuan City, Taiwan. It had been a roller coaster ride of new product introductions and unexpected challenges for HTC and... View Details
Keywords: VR; Virtual Reality; Strategy; Metaverse; Market Entry and Exit; Competition; Technology Industry; Taiwan; China; United States
Wu, Andy, and Matt Higgins. "HTC and Virtual Reality (B)." Harvard Business School Supplement 723-403, November 2022. (Revised April 2023.)
- March 2022 (Revised July 2022)
- Teaching Note
Camera IQ and the Metaverse: Building Augmented Reality Brand Experiences
By: Jill Avery
Camera IQ, a camera marketing software company that empowered brands to create and launch augmented reality experiences (AREs) across social platforms, had just raised an additional $5 million to fund further product development and expand its marketing and sales... View Details
Keywords: Brand Management; Virtual Reality; Augmented Reality; B2B; E-commerce; Technology Platform; Marketing; Marketing Communications; Marketing Strategy; Brands and Branding; Digital Marketing; Internet and the Web; Growth Management; Customer Relationship Management; Customer Value and Value Chain; Social Media; Applications and Software; Digital Platforms; Advertising Industry; United States
- August 2021 (Revised March 2022)
- Case
Camera IQ and the Metaverse: Building Augmented Reality Brand Experiences
By: Jill Avery and Rayan Nahas
Camera IQ, a camera marketing software company that empowered brands to create and launch augmented reality experiences (AREs) across social platforms, had just raised an additional $5 million to fund further product development and expand its marketing and sales... View Details
Keywords: Brand Management; Virtual Reality; Augmented Reality; B2B; Technology Platform; Marketing; Marketing Communications; Marketing Strategy; Brands and Branding; Digital Marketing; Internet and the Web; Growth Management; Customer Relationship Management; Customer Value and Value Chain; Social Media; E-commerce; Applications and Software; Digital Platforms; Advertising Industry; United States
Avery, Jill, and Rayan Nahas. "Camera IQ and the Metaverse: Building Augmented Reality Brand Experiences." Harvard Business School Case 522-002, August 2021. (Revised March 2022.)
- Winter 2021
- Editorial
Introduction
This issue of Negotiation Journal is dedicated to the theme of artificial intelligence, technology, and negotiation. It arose from a Program on Negotiation (PON) working conference on that important topic held virtually on May 17–18. The conference was not the... View Details
Wheeler, Michael A. "Introduction." Special Issue on Artificial Intelligence, Technology, and Negotiation. Negotiation Journal 37, no. 1 (Winter 2021): 5–12.
- June 2020
- Case
Extended Reality Extends into Enterprise?
By: David B. Yoffie, Kaushal Jain, Amy Villasenor, Vicky Xu and Annie Yang
While the growth of virtual reality started in gaming, the industry was increasingly focused on enterprise applications in 2020. This note explores the market opportunities and challenges for virtual reality and augmented reality in the enterprise, while diving into a... View Details
Keywords: Virtual Reality; Augmented Reality; Enterprise Computing; Organizations; Information Technology; Markets; Opportunities; Strategy
Yoffie, David B., Kaushal Jain, Amy Villasenor, Vicky Xu, and Annie Yang. "Extended Reality Extends into Enterprise?" Harvard Business School Case 720-472, June 2020.
- 2019
- Working Paper
How Rupert Murdoch Outfoxed Larry Tisch: Ten Enduring Lessons from the Negotiations that Wrested the NFL from CBS
A remarkable 1993 negotiation rocked the world of American football with aftershocks that have directly shaped today’s entertainment and media landscapes and even our polarized politics. In December of that year, Rupert Murdoch’s fledgling Fox Network unexpectedly... View Details
Sebenius, James K. "How Rupert Murdoch Outfoxed Larry Tisch: Ten Enduring Lessons from the Negotiations that Wrested the NFL from CBS." Harvard Business School Working Paper, No. 19-098, March 2019.
- February 2019
- Case
Halliday's OASIS
By: Scott Duke Kominers and Nicole Tempest Keller
Wade Watts has won control of the OASIS – a futuristic, immersive virtual reality game world. He must decide on rules, rights, and marketplace design, balancing the founding principles of the OASIS with the platform’s potentially negative externalities. View Details
Keywords: Managing Markets; Corporate Responsibility; Virtual Reality; Digital Platforms; Management; Corporate Social Responsibility and Impact; Social Media; United States
Kominers, Scott Duke, and Nicole Tempest Keller. "Halliday's OASIS." Harvard Business School Case 819-106, February 2019.
- June 2018
- Teaching Note
HTC and Virtual Reality
By: Andy Wu
Teaching Note for HBS No. 718-421. View Details
- March 2018 (Revised January 2020)
- Supplement
STRIVR (B): Moving into the Enterprise
By: Rajiv Lal and Scott Johnson
STRIVR, a company focused on virtual reality training, has decided to shift focus from sports to enterprise customers. The change in strategy requires the CEO to solve a number of issues. The company initally offered training for hard skills, but clients have been... View Details
Keywords: Strivr; Virtual Reality; Soft Skills; Hard Skills; VR; Applications and Software; Market Entry and Exit; Business Strategy; Training; Sports; Technology Industry; Education Industry; United States
Lal, Rajiv, and Scott Johnson. "STRIVR (B): Moving into the Enterprise." Harvard Business School Supplement 518-091, March 2018. (Revised January 2020.)
- January 2018 (Revised January 2020)
- Case
STRIVR: Changing the Game in Virtual Reality
By: Rajiv Lal, Matt Denison, Robert Higgins and Scott Johnson
The CEO of a growing virtual reality company that trains athletes must decide whether or not to stay in sports or expand into other areas. View Details
Keywords: Virtual Reality; Strivr; Internet Of Things; Football; Retail; Training; Startup; Start-up; Start-up Growth; "Sports Organizations,; Experiential Marketing; Business Startups; Technological Innovation; Sports; Information Infrastructure; Applications and Software; Digital Platforms; Technology Adoption; Sports Industry; Technology Industry; Retail Industry; United States
Lal, Rajiv, Matt Denison, Robert Higgins, and Scott Johnson. "STRIVR: Changing the Game in Virtual Reality." Harvard Business School Case 518-048, January 2018. (Revised January 2020.)
- October 2017 (Revised August 2018)
- Case
HTC and Virtual Reality
By: David B. Yoffie, Andy Wu and Allison M. Ciechanover
In fall 2017, HTC CEO and Chairperson Cher Wang was driving the company to focus on virtual reality (VR). HTC's first VR product, VIVE, released in spring 2016, was applauded for its superior immersive room-scale capabilities. However, early adoption of VR beyond... View Details
Keywords: Virtual Reality; Strategy; Competition; Information Technology; Innovation and Management; Consumer Behavior; Customer Relationship Management; Technology Industry
Yoffie, David B., Andy Wu, and Allison M. Ciechanover. "HTC and Virtual Reality." Harvard Business School Case 718-421, October 2017. (Revised August 2018.)
- September 2017 (Revised July 2018)
- Technical Note
Virtual Reality and the Gaming Sector 2017
By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform. View Details
Keywords: Virtual Reality; Gaming; Strategy; Technological Innovation; Games, Gaming, and Gambling; Technology Platform
Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
- January 2017
- Background Note
Making Virtual Reality Real
By: Feng Zhu, Sarah Mehta and David Lane
This note describes virtual reality and augmented reality technologies and describes the main consumer products on offer in 2016 as well as their manufacturers. It also surveys existing applications of virtual and augment reality technologies. View Details
Keywords: Virtual Reality; Augmented Reality; Oculus; Google; HTC; Magic Leap; Microsoft; Samsung; Software; Niantic; Digital Platforms; Technology Adoption; Applications and Software; Technology Industry
Zhu, Feng, Sarah Mehta, and David Lane. "Making Virtual Reality Real." Harvard Business School Background Note 617-013, January 2017.