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- 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...
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 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)
- 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 February 2020)
- Case
edaixi (eWash): Digital Transformation of Laundry Services (A)
By: Feng Zhu, Weiru Chen, Chuang Chen and Ciwu Lin
Founded in 2013 as a laundry service featuring online ordering for home pickup and delivery, China’s edaixi (eWash) illustrated the online-to-offline (O2O) business model. As yet unclear in 2016 was the optimal way to organize third-party laundry service providers,...
View Details
Keywords:
Laundry;
O2o;
Online-to-offline;
Digital Platforms;
Business Model;
Service Operations;
Ownership Type;
Technology Platform;
Transformation;
China
Zhu, Feng, Weiru Chen, Chuang Chen, and Ciwu Lin. "edaixi (eWash): Digital Transformation of Laundry Services (A)." Harvard Business School Case 617-034, April 2017. (Revised February 2020.)
- April 2017 (Revised February 2020)
- Supplement
edaixi (eWash): Digital Transformation of Laundry Services (B)
By: Feng Zhu, Weiru Chen, Chuang Chen and Ciwu Lin
Founded in 2013 as a laundry service featuring online ordering for home pickup and delivery, China’s edaixi (eWash) illustrated the online-to-offline (O2O) business model. As yet unclear in 2016 was the optimal way to organize third-party laundry service providers,...
View Details
Keywords:
Laundry;
O2o;
Online-to-offline;
Digital Platforms;
Service Operations;
Business Model;
Technology Platform;
Transformation;
Service Industry;
China
Zhu, Feng, Weiru Chen, Chuang Chen, and Ciwu Lin. "edaixi (eWash): Digital Transformation of Laundry Services (B)." Harvard Business School Supplement 617-038, April 2017. (Revised February 2020.)