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Skip to content The HBS Digital Initiative brings together perspectives across disciplines to help people understand how technology is transforming...
Skip to content The HBS Digital Initiative brings together perspectives across disciplines to help people understand how technology is transforming...
- February 2021
- Article
Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence
By: Tommy Pan Fang, Andy Wu and David R. Clough
Software platforms create value by cultivating an ecosystem of complementary products and services. Existing explanations for how a prospective complementor chooses platforms to join assume the complementor has rich information about the range of available platforms....
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Keywords:
Innovation Ecosystems;
Technology Diffusion;
Hackathon;
Contagion;
Software Applications;
Software Development;
Software Engineering;
Technology Strategy;
Technology Adoption;
Technological Innovation;
Technology Platform;
Technology Networks;
Innovation Strategy;
Multi-sided Platforms;
Network Effects;
Software;
Information Technology;
Technology industry;
Computer industry;
Information Technology industry;
Video game industry
Fang, Tommy Pan, Andy Wu, and David R. Clough. "Platform Diffusion at Temporary Gatherings: Social Coordination and Ecosystem Emergence." Art. 1. Strategic Management Journal 42, no. 2 (February 2021): 233–272. (Lead article.)
- December 2020
- Case
eXp Realty and the Virbela Platform
By: Prithwiraj Choudhury, Jan Bena, David Rowat and Emma Salomon
As he considered his plans for the future, Glenn Sanford, CEO of eXp World Holdings, Inc., faced an exciting conundrum. He had built the first all-remote real estate brokerage firm, eXp Realty, which had been growing exponentially and was thriving, even amidst the...
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- September 2020
- Case
Apple Bets on Augmented Reality
By: Rory McDonald, David Lane and Mel Martin
In 2020, augmented reality (AR) was still a nascent technology with blockbuster potential, one which Apple was actively developing as its iPhone franchise waned. But the emergence of AR was uneven, including the disappointing Google Glass and the unexpected viral...
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Keywords:
Augmented Reality;
industry Structures;
Product Development;
Commercialization;
Competition;
Corporate Strategy;
Diversification;
Technology;
Technology Adoption;
Information Technology industry;
Technology industry;
Video game industry
McDonald, Rory, David Lane, and Mel Martin. "Apple Bets on Augmented Reality." Harvard Business School Case 621-007, September 2020.
- 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...
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- 2020
- Working Paper
Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics
By: Cheng Gao and Rory McDonald
In nascent industries—whose new technologies are often poorly understood by regulators—contending with regulatory uncertainty can be crucial to organizational survival and growth. Prior research on nonmarket strategy largely focuses on established firms in mature...
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Keywords:
Technological Change;
Innovation;
Qualitative Methods;
Entrepreneurship;
Technological Innovation;
Governing Rules, Regulations, And Reforms;
Risk And Uncertainty;
Strategy
Gao, Cheng, and Rory McDonald. "Shaping Nascent Industries: Innovation Strategy and Regulatory Uncertainty in Personal Genomics." Harvard Business School Working Paper, No. 20-095, March 2020.
- January 2020
- Case
Ninja: Which Platform Wins Esports' Biggest Star?
By: Anita Elberse and Michal T. Leszczynski
It is July 2019, and the business of esports and gaming is booming. Tyler Blevins—better known as Ninja—has risen to stardom playing the immensely popular shooter game Fortnite. He has become the most followed streamer in the world and, helped by his management company...
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Keywords:
Esports;
Platforms;
Superstar;
games, gaming, And Gambling;
Online Technology;
Personal Development And Career;
Decision Making;
Video game industry;
Technology industry
Elberse, Anita, and Michal T. Leszczynski. "Ninja: Which Platform Wins Esports' Biggest Star?" Harvard Business School Case 520-036, January 2020.
- October 2019 (Revised October 2019)
- Case
Epic Games
By: Andy Wu and Christopher Zhang
Epic Games entered a stagnant market with its PC-games digital storefront in 2018, in the context of incumbent competitors such as Steam, its meteoric rise via Fortnite, and imminent industry shifts in gaming distribution. On the surface, Epic Games Store’s competitive...
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Keywords:
Industry Analysis;
Video Games;
Platforms;
Comparative Advantage;
Growth Strategy;
Innovation Focused Strategy;
Pricing Strategy;
Strategy;
Competition;
Growth And Development Strategy;
Innovation Strategy;
games, gaming, And Gambling;
Technology industry
Wu, Andy, and Christopher Zhang. "Epic Games." Harvard Business School Case 720-380, October 2019. (Revised October 2019.)
- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
Whatsapp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
Social Networking;
gaming;
Gaming Industry;
Computer Games;
Mobile Gaming;
Messaging;
Monetization Strategy;
Advertising;
Online Advertising;
Business Ventures;
Acquisition;
Mergers And Acquisitions;
Business Growth And Maturation;
Business Headquarters;
Business Organization;
For-profit Firms;
Trends;
Communication;
Communication Technology;
Forms Of Communication;
Interactive Communication;
Interpersonal Communication;
Talent And Talent Management;
Crime And Corruption;
Voting;
Demographics;
Entertainment;
games, gaming, And Gambling;
Moral Sensibility;
Values And Beliefs;
Initial Public Offering;
Profit;
Revenue;
Geography;
Geographic Location;
Global Range;
Local Range;
Country;
Cross-cultural And Cross-border Issues;
Globalized Firms And Management;
Globalized Markets And industries;
Governing Rules, Regulations, And Reforms;
Government And Politics;
International Relations;
National Security;
Political Elections;
Business History;
Recruitment;
Selection And Staffing;
Information Management;
Information Publishing;
News;
Newspapers;
Innovation And Management;
Innovation Strategy;
Technological Innovation;
Knowledge Dissemination;
Human Capital;
Law;
Leadership Development;
Leadership Style;
Leading Change;
Business Or Company Management;
Crisis Management;
Goals And Objectives;
Growth And Development Strategy;
Growth Management;
Management Practices And Processes;
Management Style;
Management Systems;
Management Teams;
Managerial Roles;
Marketing Channels;
Social Marketing;
Network Effects;
Market Entry And Exit;
Market Platforms;
Two-sided Platforms;
Marketplace Matching;
industry Growth;
industry Structures;
Monopoly;
Media;
Product Development;
Service Delivery;
Corporate Social Responsibility And Impact;
Mission And Purpose;
Organizational Change And Adaptation;
Organizational Culture;
Organizational Structure;
Public Ownership;
Problems And Challenges;
Business And Community Relations;
Business And Government Relations;
Groups And Teams;
Networks;
Rank And Position;
Opportunities;
Behavior;
Emotions;
Identity;
Power And Influence;
Prejudice And Bias;
Reputation;
Social And Collaborative Networks;
Status And Position;
Trust;
Society;
Civil Society Or Community;
Culture;
Public Opinion;
Social Issues;
Societal Protocols;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Customization And Personalization;
Diversification;
Expansion;
Horizontal Integration;
Segmentation;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Software;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Wireless Technology;
Valuation;
Advertising industry;
Communications industry;
Entertainment And Recreation industry;
Information industry;
Information Technology industry;
Journalism And News industry;
Media And Broadcasting industry;
Service industry;
Technology industry;
Telecommunications industry;
Video game industry;
United States;
California;
Sunnyvale;
Russia
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
- June 2019 (Revised September 2019)
- Case
Parrot: Navigating the Nascent Drone Industry
By: Rory M. McDonald, Emilie Billaud and Vincent Dessain
In 2018, Henri Seydoux, CEO and Founder of Parrot, believed that his company was at an inflection point in its history. Parrot had been a European leader in consumer electronics since the 1990s, first developing Bluetooth kits for cars before moving on to electronic...
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Keywords:
Forecasting And Prediction;
Disruption;
Entrepreneurship;
Corporate Strategy;
Technological Innovation;
Leading Change;
Competitive Advantage;
Technology;
Competitive Strategy;
Consumer Products industry;
Electronics industry;
Entertainment And Recreation industry;
Motion Pictures And Video industry;
Technology industry;
Video game industry;
Europe;
France;
Paris
McDonald, Rory M., Emilie Billaud, and Vincent Dessain. "Parrot: Navigating the Nascent Drone Industry." Harvard Business School Case 619-085, June 2019. (Revised September 2019.)
- March 2019 (Revised March 2020)
- Case
Choosing the Right Esports Business Model
By: David Collis and Alexander MacKay
Two esports entrepreneurs must choose on which business model to focus their time and money. After successfully launching an online esports coaching platform, a number of new opportunities emerge in the rapidly growing esports space that now has close to one billion...
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Keywords:
Entrepreneurial Ecosystems;
Business Development;
Business Ventures;
Entrepreneurship;
Business Model;
Management;
Strategy;
Sports;
Entertainment And Recreation industry;
Information Technology industry;
Media And Broadcasting industry;
Sports industry;
Video game industry;
North And Central America;
Europe;
Asia
Collis, David, and Alexander MacKay. "Choosing the Right Esports Business Model." Harvard Business School Case 719-459, March 2019. (Revised March 2020.)
- January–February 2019
- Article
Who Loses When a Team Wins? Better Performance Increases Racial Bias
By: Letian Zhang
Although it is well known that organizational and team performance influences strategic decision-making, little is known about its impact on ascriptive inequality. This study proposes a performance effect on racial bias: higher team performance reduces managers’...
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Keywords:
Discrimination;
Race And Ethnicity;
Performance Feedback;
Nba;
Prejudice And Bias;
Race;
Ethnicity;
Performance;
Sports
Zhang, Letian. "Who Loses When a Team Wins? Better Performance Increases Racial Bias." Organization Science 30, no. 1 (January–February 2019): 40–50.
- 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...
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- April 2018 (Revised December 2018)
- Case
The Whistleblower at International Game Technology
By: Aiyesha Dey, Jonas Heese and James Weber
Robert Mayhem, a senior manager at International Game Technology, had filed a whistleblower report with the U.S. Securities and Exchange Commission alleging that the company had misstatements in its financial reports. Mayhem’s report involved IGT’s practice of...
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Dey, Aiyesha, Jonas Heese, and James Weber. "The Whistleblower at International Game Technology." Harvard Business School Case 118-061, April 2018. (Revised December 2018.)
- November 2017
- Teaching Note
Facebook Fake News in the Post-Truth World
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 717-473.
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and...
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Keywords:
Facebook;
Fake News;
Mark Zuckerberg;
Donald Trump;
Algorithms;
Social Networking;
Social Networks;
Partisanship;
Social Media;
App Development;
Instagram;
Whatsapp;
Smartphone;
Silicon Valley;
Office Space;
Digital Strategy;
Democracy;
Entry Barriers;
Online Platforms;
Controversy;
Tencent;
Agility;
gaming;
Gaming Industry;
Computer Games;
Mobile Gaming;
Messaging;
Monetization Strategy;
Advertising;
Online Advertising;
Business Ventures;
Acquisition;
Mergers And Acquisitions;
Business Growth And Maturation;
Business Headquarters;
Business Organization;
For-profit Firms;
Trends;
Communication;
Communication Technology;
Forms Of Communication;
Interactive Communication;
Interpersonal Communication;
Talent And Talent Management;
Crime And Corruption;
Voting;
Demographics;
Entertainment;
games, gaming, And Gambling;
Moral Sensibility;
Values And Beliefs;
Initial Public Offering;
Profit;
Revenue;
Geography;
Geographic Location;
Global Range;
Local Range;
Country;
Cross-cultural And Cross-border Issues;
Globalized Firms And Management;
Globalized Markets And industries;
Governing Rules, Regulations, And Reforms;
Government And Politics;
International Relations;
National Security;
Political Elections;
Business History;
Recruitment;
Selection And Staffing;
Information Management;
Information Publishing;
News;
Newspapers;
Innovation And Management;
Innovation Strategy;
Technological Innovation;
Knowledge Dissemination;
Human Capital;
Law;
Leadership Development;
Leadership Style;
Leading Change;
Business Or Company Management;
Crisis Management;
Goals And Objectives;
Growth And Development Strategy;
Growth Management;
Management Practices And Processes;
Management Style;
Management Systems;
Management Teams;
Managerial Roles;
Marketing Channels;
Social Marketing;
Network Effects;
Market Entry And Exit;
Market Platforms;
Two-sided Platforms;
Marketplace Matching;
industry Growth;
industry Structures;
Monopoly;
Media;
Product Development;
Service Delivery;
Corporate Social Responsibility And Impact;
Mission And Purpose;
Organizational Change And Adaptation;
Organizational Culture;
Organizational Structure;
Public Ownership;
Problems And Challenges;
Business And Community Relations;
Business And Government Relations;
Groups And Teams;
Networks;
Rank And Position;
Opportunities;
Behavior;
Emotions;
Identity;
Power And Influence;
Prejudice And Bias;
Reputation;
Social And Collaborative Networks;
Status And Position;
Trust;
Society;
Civil Society Or Community;
Culture;
Public Opinion;
Social Issues;
Societal Protocols;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Customization And Personalization;
Diversification;
Expansion;
Horizontal Integration;
Segmentation;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Software;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Wireless Technology;
Valuation;
Advertising industry;
Communications industry;
Entertainment And Recreation industry;
Information industry;
Information Technology industry;
Journalism And News industry;
Media And Broadcasting industry;
Service industry;
Technology industry;
Telecommunications industry;
Video game industry;
United States;
California;
Sunnyvale;
Russia
- November 2017
- Teaching Note
Tencent
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 718-426.
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...
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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;
Online Advertising;
Business Ventures;
Acquisition;
Mergers And Acquisitions;
Business Conglomerates;
Business Growth And Maturation;
Business Organization;
For-profit Firms;
Joint Ventures;
Restructuring;
Communication Technology;
Blogs;
Interactive Communication;
Interpersonal Communication;
Entertainment;
Film Entertainment;
games, gaming, And Gambling;
Music Entertainment;
Investment;
Investment Portfolio;
Price;
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;
Market Entry And Exit;
Market Platforms;
Two-sided Platforms;
industry Growth;
Monopoly;
Media;
Distribution Channels;
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;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Wireless Technology;
Value Creation;
Emerging Markets;
Product Development;
Segmentation;
Business Units;
Communication;
Profit;
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)
- November 2017
- Teaching Note
Amazon.com, 2016
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-402.
On January 28, 2016, Amazon announced record 2015 operating profits of $2.2 billion on $107 billion of sales, and the markets responded with cautious optimism. For years, founder and CEO Jeffrey Bezos had prioritized growth and...
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Keywords:
Strategic Analysis;
Retail;
E-commerce;
Amazon;
Internet;
Amazon.com;
Amazonfresh;
Jeff Bezos;
Cloud Computing;
Marketplaces;
Streaming;
E-reader Market;
Digital Media;
Mobile App;
Online Retail;
Shipping;
Database;
Tablet;
Kindle;
Kindle Fire;
Smartphone;
Delivery;
Market Platforms;
Two-sided Platforms;
Competition;
Internet;
Corporate Strategy;
Online Advertising;
Business Growth And Maturation;
Business Model;
Business Organization;
For-profit Firms;
Film Entertainment;
games, gaming, And Gambling;
Music Entertainment;
Television Entertainment;
Profit;
Revenue;
Global Strategy;
Multinational Firms And Management;
Taxation;
Business History;
Human Resources;
Resignation And Termination;
Books;
Human Capital;
Working Conditions;
Business Or Company Management;
Goals And Objectives;
Growth And Development Strategy;
Growth Management;
Management Practices And Processes;
industry Growth;
industry Structures;
Media;
Distribution;
Distribution Channels;
Order Taking And Fulfillment;
Infrastructure;
Logistics;
Product Development;
Supply Chain;
Supply Chain Management;
Organizational Culture;
Public Ownership;
Work-life Balance;
Problems And Challenges;
Labor And Management Relations;
Strategy;
Adaptation;
Business Strategy;
Competitive Strategy;
Diversification;
Expansion;
Integration;
Horizontal Integration;
Vertical Integration;
Hardware;
Information Technology;
Mobile Technology;
Online Technology;
Technology Networks;
Technology Platform;
Web;
Web Sites;
Price;
Software;
Marketing;
Marketing Strategy;
Working Capital;
Customer Focus And Relationships;
Customer Value And Value Chain;
Retail industry;
Advertising industry;
Distribution industry;
Electronics industry;
Entertainment And Recreation industry;
Information Technology industry;
Manufacturing industry;
Motion Pictures And Video industry;
Music industry;
Publishing industry;
Shipping industry;
Technology industry;
Video game industry;
Web Services industry;
United States;
Washington (state, Us);
Seattle
- November 2017
- Teaching Note
Reinventing Best Buy
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-455.
On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales....
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Keywords:
Best Buy;
Hubert Joly;
Renew Blue;
Showrooming;
Webrooming;
E-commerce;
E-commerce Strategy;
Online Retail;
Multichannel Retailing;
Omnichannel;
Marketplaces;
Turnaround;
Consumer Electronics;
Consumer Electronics Accessories;
Appliances;
Stores-within-stores;
Store Experience;
Store Size;
Store Pickup;
Store Management;
Delivery;
Delivery Models;
Amazon;
Amazon.com;
Pricing Strategy;
Business Subsidiaries;
Business Units;
Business Growth And Maturation;
Business Model;
For-profit Firms;
Customer Focus And Relationships;
Customer Satisfaction;
Entertainment;
Film Entertainment;
games, gaming, And Gambling;
Music Entertainment;
Television Entertainment;
Theater Entertainment;
Price;
Profit;
Revenue;
Geographic Scope;
Multinational Firms And Management;
Business History;
Cost;
Selection And Staffing;
Reports;
Technological Innovation;
Job Cuts And Outsourcing;
Human Capital;
Leading Change;
Business Or Company Management;
Goals And Objectives;
Growth And Development;
Growth And Development Strategy;
Management Teams;
Brands And Branding;
Product Marketing;
Consumer Behavior;
Demand And Consumers;
Media;
Distribution;
Order Taking And Fulfillment;
Distribution Channels;
Infrastructure;
Product;
Service Delivery;
Service Operations;
Organizational Change And Adaptation;
Public Ownership;
Problems And Challenges;
Programs;
Groups And Teams;
Sales;
Salesforce Management;
Strategy;
Adaptation;
Business Strategy;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Expansion;
Technology;
Hardware;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Web;
Web Sites;
Wireless Technology;
Resource Allocation;
Computer industry;
Electronics industry;
Entertainment And Recreation industry;
Information Technology industry;
Retail industry;
Service industry;
Technology industry;
Telecommunications industry;
Video game industry;
United States;
Minnesota;
Minneapolis;
Saint Paul;
St. Paul
- October 2017
- Case
NetDragon
By: William R. Kerr and Alexis Brownell
Keywords:
Netdragon;
China;
E-learning;
Entrepreneurship;
Fuzhou;
gaming;
Education;
Entrepreneurship;
Internet;
Education industry;
Entertainment And Recreation industry;
Technology industry;
Video game industry;
China
Kerr, William R., and Alexis Brownell. "NetDragon." Harvard Business School Case 818-042, October 2017.
- 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;
Online Advertising;
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;
Market Platforms;
Two-sided 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;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Technology Networks;
Technology Platform;
Web;
Web Sites;
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.
- April 2017 (Revised January 2019)
- Case
King Digital Entertainment
By: Jeffrey F. Rayport, Davide Sola, Federica Gabrieli and Elena Corsi
Riccardo Zacconi was the co-founder and CEO of King Digital Entertainment, the video game company that had quickly established itself as the world’s leading maker of casual games for mobile devices after the sensational success of its game “Candy Crush Saga.” Zacconi...
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Keywords:
Organizational Structure;
Technology;
Business Ventures;
Acquisition;
Decision Choices And Conditions;
Video game industry;
Europe;
Sweden
Rayport, Jeffrey F., Davide Sola, Federica Gabrieli, and Elena Corsi. "King Digital Entertainment." Harvard Business School Case 817-117, April 2017. (Revised January 2019.)
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