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- July 2020
- Case
Oxygen Esports
By: John R. Wells and Benjamin Weinstock
On May 4, 2020, a press release from Boston, Massachusetts, announced the launch of Oxygen Esports (Oxygen), a new organization that hoped to dominate the rising esports scene in New England. Oxygen was created from a merger between Helix eSports (Helix), an owner and...
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- 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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- 2019
- Working Paper
How Rupert Murdoch Outfoxed Larry Tisch: Ten Enduring Lessons from the Negotiations that Wrested the NFL from CBS
A remarkable 1993 negotiation rocked the world of American football with aftershocks that have directly shaped today’s entertainment and media landscapes and even our polarized politics. In December of that year, Rupert Murdoch’s fledgling Fox Network unexpectedly...
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Sebenius, James K. "How Rupert Murdoch Outfoxed Larry Tisch: Ten Enduring Lessons from the Negotiations that Wrested the NFL from CBS." Harvard Business School Working Paper, No. 19-098, March 2019.
- February 2019
- Case
Halliday's OASIS
By: Scott Duke Kominers and Nicole Tempest Keller
Wade Watts has won control of the OASIS – a futuristic, immersive virtual reality game world. He must decide on rules, rights, and marketplace design, balancing the founding principles of the OASIS with the platform’s potentially negative externalities.
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Keywords:
Managing Markets;
Corporate Responsibility;
Virtual Reality;
Social Media;
Technology Platform;
Management;
Corporate Social Responsibility And Impact;
United States
Kominers, Scott Duke, and Nicole Tempest Keller. "Halliday's OASIS." Harvard Business School Case 819-106, February 2019.
- June 2018
- Teaching Note
HTC and Virtual Reality
By: Andy Wu
Teaching Note for HBS No. 718-421.
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- 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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- March 2018 (Revised January 2020)
- Supplement
STRIVR (B): Moving into the Enterprise
By: Rajiv Lal and Scott Johnson
STRIVR, a company focused on virtual reality training, has decided to shift focus from sports to enterprise customers. The change in strategy requires the CEO to solve a number of issues. The company initally offered training for hard skills, but clients have been...
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Keywords:
Strivr;
Virtual Reality;
Soft Skills;
Hard Skills;
Vr;
Software;
Market Entry And Exit;
Business Strategy;
Training;
Sports;
Technology Industry;
Education Industry;
United States
Lal, Rajiv, and Scott Johnson. "STRIVR (B): Moving into the Enterprise." Harvard Business School Supplement 518-091, March 2018. (Revised January 2020.)
- January 2018 (Revised January 2020)
- Case
STRIVR: Changing the Game in Virtual Reality
By: Rajiv Lal, Matt Denison, Robert Higgins and Scott Johnson
The CEO of a growing virtual reality company that trains athletes must decide whether or not to stay in sports or expand into other areas.
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Keywords:
Virtual Reality;
Strivr;
Internet Of Things;
Football;
Retail;
Training;
Startup;
Start-up;
Start-up Growth;
Sports;
"sports Organizations,;
Experiential Marketing;
Business Startups;
Technological Innovation;
Sports;
Hardware;
Software;
Technology Platform;
Technology Adoption;
Sports Industry;
Technology Industry;
Retail Industry;
United States
Lal, Rajiv, Matt Denison, Robert Higgins, and Scott Johnson. "STRIVR: Changing the Game in Virtual Reality." Harvard Business School Case 518-048, January 2018. (Revised January 2020.)
- October 2017 (Revised August 2018)
- Case
HTC and Virtual Reality
By: David B. Yoffie, Andy Wu and Allison M. Ciechanover
In fall 2017, HTC CEO and Chairperson Cher Wang was driving the company to focus on virtual reality (VR). HTC's first VR product, VIVE, released in spring 2016, was applauded for its superior immersive room-scale capabilities. However, early adoption of VR beyond...
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Keywords:
Virtual Reality;
Strategy;
Competition;
Technology;
Innovation And Management;
Technology Industry
Yoffie, David B., Andy Wu, and Allison M. Ciechanover. "HTC and Virtual Reality." Harvard Business School Case 718-421, October 2017. (Revised August 2018.)
- September 2017 (Revised July 2018)
- Technical Note
Virtual Reality and the Gaming Sector 2017
By: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk and Ruby Tamberino
This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform.
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Keywords:
Strategy;
Virtual Reality;
Gaming;
Strategy;
Technological Innovation;
Games, Gaming, And Gambling;
Technology Platform
Yoffie, David B., Natalia Prieto Nino, Prasad Raman, Brad Kowalk, and Ruby Tamberino. "Virtual Reality and the Gaming Sector 2017." Harvard Business School Technical Note 718-405, September 2017. (Revised July 2018.)
- April 2017
- Case
Luminopia: Improving Treatment for Visual Disorders
By: Doug J. Chung and Sarah Mehta
Luminopia—a start-up founded in January 2016 by three Harvard College freshmen—uses virtual reality technology to treat amblyopia (more commonly called “lazy eye”), the single biggest cause of visual disorders among children. By February 2017, the three founders had...
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Keywords:
Pricing;
Virtual Reality;
Startup;
Marketing;
Marketing Channels;
Product Marketing;
Product Launch;
Product Positioning;
Business Startups;
Price;
Medical Devices And Supplies Industry;
Cambridge;
Massachusetts;
United States
Chung, Doug J., and Sarah Mehta. "Luminopia: Improving Treatment for Visual Disorders." Harvard Business School Case 517-065, April 2017.
- January 2017
- Background Note
Making Virtual Reality Real
By: Feng Zhu, Sarah Mehta and David Lane
This note describes virtual reality and augmented reality technologies and describes the main consumer products on offer in 2016 as well as their manufacturers. It also surveys existing applications of virtual and augment reality technologies.
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Keywords:
Virtual Reality;
Augmented Reality;
Digital Platforms;
Oculus;
Google;
Htc;
Magic Leap;
Microsoft;
Samsung;
Software;
Niantic;
Technology Adoption;
Market Platforms;
Technology Adoption;
Software;
Technology Industry
Zhu, Feng, Sarah Mehta, and David Lane. "Making Virtual Reality Real." Harvard Business School Background Note 617-013, January 2017.
- 2009
- Working Paper
An Ounce of Prevention: The Power of Public Risk Management in Stabilizing the Financial System
By: David A. Moss
The magnitude of the current financial crisis reflects the failure of an economic and regulatory philosophy that had proved increasingly influential in policy circles over the past three decades.
This paper suggests (1) that contrary to the prevailing wisdom,... View Details
Keywords:
Financial Crisis;
Financial Institutions;
Governing Rules, Regulations, And Reforms;
Risk Management;
Business And Government Relations;
Balance And Stability
Moss, David A. "An Ounce of Prevention: The Power of Public Risk Management in Stabilizing the Financial System." Harvard Business School Working Paper, No. 09-087, January 2009.
- Teaching Interest
Strategy and Technology (Elective Curriculum)
By: David B. Yoffie
This course explores the unique aspects of creating effective management and investment strategies for technology-intensive businesses. What strategies can win in markets with strong network effects? How can firms leverage technology to build multi-sided platforms?... View Details