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      • February 2021
      • Teaching Note

      Tencent: Combining Technology and Culture

      By: Elie Ofek
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      Ofek, Elie. "Tencent: Combining Technology and Culture." Harvard Business School Teaching Note 521-083, February 2021.
      • December 2020
      • Case

      Tencent: Combining Technology and Culture

      By: Elie Ofek, Billy Chan and Dawn H. Lau
      Tencent, one of the largest Internet conglomerates in China, had a vision to become a "Tech+Culture" firm. With dominant market shares in online games and social networking, it had built a vast Internet-based entertainment ecosystem, and was now focused on cultural...  View Details
      Keywords: Media Franchise; Marketing; Market Entry And Exit; Product Launch; Strategy; Culture; China
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      Ofek, Elie, Billy Chan, and Dawn H. Lau. "Tencent: Combining Technology and Culture." Harvard Business School Case 521-066, December 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...  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
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      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.)
      • February 2019
      • Teaching Note

      Talent@Tencent

      By: Tarun Khanna
      Late in 2016, two senior human resources (HR) executives at Tencent Holdings (Tencent), China’s leading Internet services firm, are assessing the effectiveness of the company’s talent management practices in responding to Tencent’s sustained hypergrowth. Over the...  View Details
      Keywords: Talent And Talent Management; Employees; Retention; Web Services Industry; China
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      Khanna, Tarun. "Talent@Tencent." Harvard Business School Teaching Note 719-466, February 2019.
      • June 2018 (Revised January 2020)
      • Case

      Voice War: Hey Google vs. Alexa vs. Siri

      By: David B. Yoffie, Liang Wu, Jodie Sweitzer, Denzil Eden and Karan Ahuja
      By early 2018, voice-controlled intelligent assistants had become a major new front in the battle between the giants of the technology sector. "Voice War" focuses on Alphabet’s strategy for Google Assistant, its entrant in the voice assistant space, and asks how the...  View Details
      Keywords: Alphabet; Amazon; Apple; Strategy; Technology; Intelligent Assistants; Smart Speaker; Voice Assistants; Voice; Platform; Technology Adoption; Technology Platform; Competitive Strategy; Product Positioning; Technology Industry
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      Yoffie, David B., Liang Wu, Jodie Sweitzer, Denzil Eden, and Karan Ahuja. "Voice War: Hey Google vs. Alexa vs. Siri." Harvard Business School Case 718-519, June 2018. (Revised January 2020.)
      • May 2018 (Revised February 2019)
      • Case

      The Powers That Be (Internet Edition): Google, Apple, Facebook, Amazon, and Microsoft

      By: Jeffrey F. Rayport, Julia Kelley and Nathaniel Schwalb
      As of early 2018, five U.S. technology companies—Google, Apple, Facebook, Amazon, and Microsoft—were among the largest companies in the world. Similarly, three Chinese technology firms—Baidu, Alibaba, and Tencent, or BAT—had emerged as global players due in part to the...  View Details
      Keywords: Internet; Business Ventures; Customers; Data And Data Sets; Safety; Corporate Strategy; Competitive Strategy; Technology Industry
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      Rayport, Jeffrey F., Julia Kelley, and Nathaniel Schwalb. "The Powers That Be (Internet Edition): Google, Apple, Facebook, Amazon, and Microsoft." Harvard Business School Case 818-111, May 2018. (Revised February 2019.)
      • March 2018
      • Case

      Lufax: FinTech and the Transformation of Wealth Management in China

      By: Christopher J. Malloy, Lauren H. Cohen and Anthony K. Woo
      This case examines the rise and competitive positioning of Lufax, an online marketplace headquartered in Shanghai, China, and a pioneer in the origination and trading of financial assets. The company had grown at a remarkable rate, and was awarded “Trading Platform of...  View Details
      Keywords: Asset Management; Online Technology; Competitive Strategy; Situation Or Environment; Product Positioning; Financial Services Industry; China
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      Malloy, Christopher J., Lauren H. Cohen, and Anthony K. Woo. "Lufax: FinTech and the Transformation of Wealth Management in China." Harvard Business School Case 218-088, March 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...  View Details
      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
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      Wells, John R., and Gabriel Ellsworth. "Facebook Fake News in the Post-Truth World." Harvard Business School Teaching Note 718-456, November 2017.
      • 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)
      Citation
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      Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Teaching Note 718-457, November 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)
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      Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
      • May 2017 (Revised November 2018)
      • Case

      Talent@Tencent

      By: Tarun Khanna, Nancy Hua Dai and Shu Lin
      On November 11, 2016, Xi Dan, Senior Vice President of Tencent, and Ma Yongwu, Dean of Tencent Academy, were discussing how Tencent could develop new capabilities to sustain its growth miracle and entry into new technologies, expansion into B2B businesses, and...  View Details
      Keywords: Talent And Talent Management; Training; Emerging Markets; Entrepreneurship; Globalization; Human Resources; Innovation And Management; Leadership Development; Business Strategy; Technology; Internet; China
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      Khanna, Tarun, Nancy Hua Dai, and Shu Lin. "Talent@Tencent." Harvard Business School Case 717-500, May 2017. (Revised November 2018.)
      • 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
      Citation
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      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.)
      • October 2016
      • Case

      Supercell

      By: William R. Kerr, Benjamin F. Jones and Alexis Brownell
      Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It is already one of Finland’s most valuable companies, and despite being only six years old, it has put up some impressive numbers: as of 2016, it has released...  View Details
      Keywords: Supercell; Finland; Video Games; Firm Structure; Startups; Games, Gaming, And Gambling; Groups And Teams; Video Game Industry; Finland
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      Kerr, William R., Benjamin F. Jones, and Alexis Brownell. "Supercell." Harvard Business School Case 817-052, October 2016.
      • 2016
      • Book

      The Content Trap: A Strategist's Guide to Digital Change

      By: Bharat Anand
      Companies everywhere face two major challenges today: getting noticed and getting paid. To confront these obstacles, I examine a range of businesses around the world, from Chinese Internet giant Tencent to Scandinavian digital trailblazer Schibsted, from The New...  View Details
      Keywords: Networks; Technology; Organizational Change And Adaptation; Business Strategy
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      Anand, Bharat. The Content Trap: A Strategist's Guide to Digital Change. New York: Random House, 2016.
      • July 2015 (Revised July 2016)
      • Case

      SF Express: From Delivery to E-Commerce

      By: Feng Zhu and David Lane
      Shunfeng Express (SF), China's leading express delivery firm, in May 2014 opened the first 500 of several thousand Heike stores, which allowed consumers to buy and try out SF's own e-commerce offerings, in addition to other services. As an example of China's...  View Details
      Keywords: Shunfeng Express; Heike; Express Delivery; Alibaba; tencent; Jd.com; China; O2o; Logistics; Strategy; Service Delivery; China
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      Zhu, Feng, and David Lane. "SF Express: From Delivery to E-Commerce." Harvard Business School Case 616-003, July 2015. (Revised July 2016.)
      • June 2015 (Revised April 2018)
      • Case

      WeChat: A Global Platform?

      By: Willy Shih, Howard Yu and Feng Liu
      WeChat was developed by Tencent Holdings as a lightweight messaging platform. As it grew quickly to become the most popular messaging app in China, it added a range of products and services that sat on top that were designed to appeal to a broad range of consumers and...  View Details
      Keywords: Online Platforms; Globalization; China; Wechat; Tencent Holdings; Globalization; Online Technology; Telecommunications Industry; Information Industry; China
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      Shih, Willy, Howard Yu, and Feng Liu. "WeChat: A Global Platform?" Harvard Business School Case 615-049, June 2015. (Revised April 2018.)
      • March 2015 (Revised September 2016)
      • Technical Note

      Baidu, Alibaba, and Tencent: The Three Kingdoms of the Chinese Internet

      By: Feng Zhu and Aaron Smith
      This note provides an overview of the Chinese Internet by describing its leading three companies: Baidu, Alibaba, and Tencent (BAT). While BAT had previously focused their respective businesses on distinct sectors of the online economy—Baidu for search, Alibaba for...  View Details
      Keywords: Competition; Internet; Information Technology Industry; China
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      Zhu, Feng, and Aaron Smith. "Baidu, Alibaba, and Tencent: The Three Kingdoms of the Chinese Internet." Harvard Business School Technical Note 615-039, March 2015. (Revised September 2016.)
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