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- 2020
- Working Paper
The Twofold Effect of Customer Retention in Freemium Settings
By: Eva Ascarza, Oded Netzer and Julian Runge
The main tradeoff in designing freemium services is how much of the product to offer for free. At the heart of such a tradeoff is the balancing act of providing a valuable free product in order to acquire and engage consumers, while making the free product limited...
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Keywords:
Freemium;
Retention;
Retention/churn;
Field Experiment;
Field Experiments;
gaming;
Gaming Industry;
Mobile App;
Mobile App Industry;
Monetization;
Monetization Strategy;
games, gaming, And Gambling;
mobile Technology;
Customers;
Retention;
Product Design;
Strategy
Ascarza, Eva, Oded Netzer, and Julian Runge. "The Twofold Effect of Customer Retention in Freemium Settings." Harvard Business School Working Paper, No. 21-062, November 2020.
- October 2020
- Case
Epic Games: Nineteen Eighty-Fortnight
By: Andy Wu, Miaomiao Zhang and Christopher Zhang
In the midst of intensifying public and political attention towards the market power of big technology, Epic Games in 2020 challenged the status quo that has existed for years in the Apple iOS and Google Android mobile application marketplaces and payment systems....
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Keywords:
Mobile Platforms;
Mobile App Industry;
Mobile Payment Systems;
Antitrust;
games, gaming, And Gambling;
mobile Technology;
Lawsuits And Litigation;
Entrepreneurship;
Competitive Strategy;
United States
Wu, Andy, Miaomiao Zhang, and Christopher Zhang. "Epic Games: Nineteen Eighty-Fortnight." Harvard Business School Case 721-395, October 2020.
- August 2020
- 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...
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- December 2019 (Revised July 2020)
- Supplement
Othellonia: Growing a Mobile Game
- December 2019
- Supplement
Othellonia: Growing a Mobile Game
- November 2019 (Revised June 2020)
- Teaching Note
Othellonia: Growing a Mobile Game
Teaching note for case 520-016
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- September 2019 (Revised June 2020)
- Case
Othellonia: Growing a Mobile Game
In the summer of 2019, Yu Sasaki, Head of the Game Division of DeNA, a Japanese mobile gaming company, is evaluating various growth strategies for its recent game Othellonia. Sasaki needs to decide if he should focus on customer acquisition, retention, or monetization.
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Keywords:
Targeting;
Retention/churn;
Freemium;
Monetization;
Customer Relationship Management;
games, gaming, And Gambling;
mobile Technology;
Growth And Development Strategy;
Marketing;
Customers;
Marketing Strategy;
Retention;
Acquisition;
Entertainment And Recreation Industry;
Japan
Ascarza, Eva, Tomomichi Amano, and Sunil Gupta. "Othellonia: Growing a Mobile Game." Harvard Business School Case 520-016, September 2019. (Revised June 2020.)
- 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.)
- November 2018 (Revised April 2019)
- Case
Nike: Changing the Sneakers Game
By: Anita Elberse, Bryce Aiken and Howard Johnson
“Our goal is to be the kind of start-up that would terrify Nike—if Nike didn’t already own us.” Ron Faris, general manager of S23NYC, a Manhattan-based digital studio owned by sports apparel giant Nike, is on the phone with Adam Sussman, Nike’s chief digital officer....
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Keywords:
Digital Strategy;
Digital Technology;
Apparel;
Fashion;
Superstar;
Innovation;
General Management;
mobile Technology;
Strategy;
Marketing Strategy;
Innovation And Invention;
Management;
Sports;
Entertainment;
Apparel And Accessories Industry
Elberse, Anita, Bryce Aiken, and Howard Johnson. "Nike: Changing the Sneakers Game." Harvard Business School Case 519-039, November 2018. (Revised April 2019.)
- January 2018
- Case
Peak Games: Hiring Priorities in Times of Rapid Growth (A)
By: William R. Kerr and Gamze Yucaoglu
Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, must decide on the final list of candidates for the critical global marketing director position the company has been trying to fill for over a year. Since its founding in 2010,...
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Keywords:
Recruiting;
Staffing;
Emergent Countries;
Entrepreneurial Management;
Private Sector;
Business Strategy;
Decision;
Growth Management;
games, gaming, And Gambling;
Selection And Staffing;
Talent And Talent Management;
Business Model;
Growth And Development Strategy;
Competitive Advantage;
Value Creation;
Organizational Culture;
Decision Choices And Conditions;
Technology Industry;
Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (A)." Harvard Business School Case 818-083, January 2018.
- January 2018
- Supplement
Peak Games: Hiring Priorities in Times of Rapid Growth (B)
By: William R. Kerr and Gamze Yucaoglu
On November 7, 2017, Sidar Şahin, founder and CEO of Peak Games, a Turkey-based global mobile gaming company, had just closed the sale of Peak Games’ card games studio. This sale included three of the company’s top grossing games and half of its team. Sahin was happy...
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Keywords:
Games;
gaming;
Acquisitions;
Exits;
Private Sector;
Decision;
games, gaming, And Gambling;
Emerging Markets;
Acquisition;
Entrepreneurship;
For-profit Firms;
Business Model;
Business Strategy;
Competitive Advantage;
Growth And Development Strategy;
Decision Making;
Value Creation;
Leading Change;
Management Teams;
Technology Industry;
Turkey
Kerr, William R., and Gamze Yucaoglu. "Peak Games: Hiring Priorities in Times of Rapid Growth (B)." Harvard Business School Supplement 818-084, January 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
- 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.)
- March 2017 (Revised September 2017)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells and Carole A. Winkler
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 many attributed Trump’s victory to...
View Details
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., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
- March 2016 (Revised May 2018)
- Case
Reinventing Best Buy
By: John R. Wells and Gabriel Ellsworth
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. These results were in marked contrast...
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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
Wells, John R., and Gabriel Ellsworth. "Reinventing Best Buy." Harvard Business School Case 716-455, March 2016. (Revised May 2018.)
- January 2016
- Teaching Note
Take-Two Interactive Software, Inc.
By: Sunil Gupta and Margaret Rodriguez
In September 2010, Take-Two Interactive Software, Inc. (T2) reported an unexpectedly high third quarter profit of $5.92 million, driven largely by the success of its video game, Red Dead Redemption (which sold over 6.9 million copies since launching in May). Red Dead...
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