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  • All HBS Web  (146)
    • News  (64)
    • Research  (72)
  • Faculty Publications  (21)

Show Results For

  • All HBS Web  (146)
    • News  (64)
    • Research  (72)
  • Faculty Publications  (21)
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  • 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
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Yoffie, David B., Andy Wu, and Allison M. Ciechanover. "HTC and Virtual Reality." Harvard Business School Case 718-421, October 2017. (Revised August 2018.)
  • 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
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Wu, Andy, and Matt Higgins. "HTC and Virtual Reality (B)." Harvard Business School Supplement 723-403, November 2022. (Revised April 2023.)
  • 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
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Zhu, Feng, Sarah Mehta, and David Lane. "Making Virtual Reality Real." Harvard Business School Background Note 617-013, January 2017.
  • 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
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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.)
  • 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
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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.
  • 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
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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.)
  • 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
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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.)
  • June 2018
  • Teaching Note

HTC and Virtual Reality

By: Andy Wu
Teaching Note for HBS No. 718-421. View Details
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Wu, Andy. "HTC and Virtual Reality." Harvard Business School Teaching Note 718-520, June 2018.
  • 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
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Avery, Jill. "Camera IQ and the Metaverse: Building Augmented Reality Brand Experiences." Harvard Business School Teaching Note 522-065, March 2022. (Revised July 2022.)
  • Nov 19 2020
  • Testimonial

Embracing a New Virtual Reality

  • 28 Mar 2014
  • News

Facebook's Big Bet on Virtual Reality

Keywords: Google; Facebook; mobile technology; disruptive innovation; Telecommunications; Information
  • 21 Aug 2020
  • News

A Virtual Reality Check for Publishing

  • April 2017
  • Case

Luminopia: Improving Treatment for Visual Disorders

By: Doug J. Chung and Sarah Mehta
Luminopia—a start-up founded in January 2016 by three Harvard College freshmen—uses virtual reality technology to treat amblyopia (more commonly called “lazy eye”), the single biggest cause of visual disorders among children. By February 2017, the three founders had... View Details
Keywords: Pricing; Virtual Reality; Startup; Marketing; Marketing Channels; Product Marketing; Product Launch; Product Positioning; Business Startups; Price; Medical Devices and Supplies Industry; Cambridge; Massachusetts; United States
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Chung, Doug J., and Sarah Mehta. "Luminopia: Improving Treatment for Visual Disorders." Harvard Business School Case 517-065, April 2017.
  • February 1992
  • Background Note

Virtual Reality and the General Manager: Toys Becoming Tools

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Konsynski, Benn R. "Virtual Reality and the General Manager: Toys Becoming Tools." Harvard Business School Background Note 192-090, February 1992.
  • 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
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Kominers, Scott Duke, and Nicole Tempest Keller. "Halliday's OASIS." Harvard Business School Case 819-106, February 2019.
  • 25 Sep 2019
  • Podcast

"Been” there, learned that: Immersive workplace training with virtual reality

What do sales clerks have in common with NFL quarterbacks? Apart from a competitive nature, both can benefit from VR training. Former Stanford football player Derek Belch drew on his athletic background and a Master’s in VR to deliver the virtual goods via STRIVR, the... 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
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Wu, Andy, David B. Yoffie, and Matt Higgins. "Metaverse Wars." Harvard Business School Case 723-431, March 2023. (Revised June 2023.)
  • 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
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Lal, Rajiv, and Scott Johnson. "STRIVR (B): Moving into the Enterprise." Harvard Business School Supplement 518-091, March 2018. (Revised January 2020.)
  • 15 Aug 2023
  • HBS Case

(Virtual) Reality Check: How Long Before We Live in the 'Metaverse'?

technological fiefdoms, similar to how social networks and mobile app stores operate today? The answer is not yet clear—and may not be for years to come. When will the metaverse make a splash? “For the last 10 years, metaverse and virtual... View Details
Keywords: by Jay Fitzgerald; Technology; Computer; Information Technology
  • 16 May 2005
  • Research & Ideas

Confronting the Reality of Web Services

terms. The technical problem is that any two applications are virtually guaranteed to contain dissimilar data and execute dissimilar business processes. One might store dates as DD/MM/YYYY and put the date first in the purchase orders it... View Details
Keywords: by Sara Grant
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