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All HBS Web
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- Faculty Publications (633)
- September 2006 (Revised October 2007)
- Module Note
Platform-Mediated Networks: Definitions and Core Concepts
Defines platform-mediated networks and introduces concepts central to their study. First, it defines networks and network effects; explains how network effects influence users' willingness-to-pay for network access; describes factors that determine the strength of...
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Keywords:
Consumer Behavior;
Network Effects;
Digital Platforms;
Information Technology;
Information Infrastructure;
Digital Platforms
Eisenmann, Thomas R. "Platform-Mediated Networks: Definitions and Core Concepts." Harvard Business School Module Note 807-049, September 2006. (Revised October 2007.)
- August 2006 (Revised March 2008)
- Case
iPod vs. Cell Phone: A Mobile Music Revolution?
By: David B. Yoffie, Travis D. Merrill and Michael Slind
In 2006, a nascent market for music-enabled mobile phones was emerging to challenge Apple Computer's dominant position in the digital music industry. Through its iPod line of portable digital music devices and its iTunes Music Store, Apple controlled more than half of...
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Keywords:
Music Entertainment;
Emerging Markets;
Brands and Branding;
Sales;
Opportunities;
Price;
Business Model;
Mobile and Wireless Technology;
Digital Platforms;
Service Delivery;
Communications Industry;
Music Industry
Yoffie, David B., Travis D. Merrill, and Michael Slind. "iPod vs. Cell Phone: A Mobile Music Revolution?" Harvard Business School Case 707-419, August 2006. (Revised March 2008.)
- July 2006
- Article
Dynamic Mixed Duopoly: A Model Motivated by Linux vs. Windows
By: Ramon Casadesus-Masanell and Pankaj Ghemawat
This paper analyzes a dynamic mixed duopoly in which a profit-maximizing competitor interacts with a competitor that prices at zero (or marginal cost), with the cumulation of output affecting their relative positions over time. The modeling effort is motivated by...
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Keywords:
Open Source Software;
Demand-side Learning;
Network Effects;
Linux;
Mixed Duopoly;
Competitive Dynamics;
Business Models;
Duopoly and Oligopoly;
Information Technology;
Applications and Software;
Business Model;
Mathematical Methods;
Digital Platforms;
Profit;
Balance and Stability;
Management Analysis, Tools, and Techniques;
SWOT Analysis;
Competition;
Price;
Information Technology Industry
Casadesus-Masanell, Ramon, and Pankaj Ghemawat. "Dynamic Mixed Duopoly: A Model Motivated by Linux vs. Windows." Management Science 52, no. 7 (July 2006): 1072–1084.
- March 2006 (Revised March 2010)
- Teaching Note
Peer-to-Peer File Sharing and the Market for Digital Information Goods (TN)
By: Ramon Casadesus-Masanell, Andres Hervas-Drane and Jordan Mitchell
Keywords:
Information Technology
- March 2006 (Revised February 2007)
- Case
Massive Incorporated (A)
By: Joseph B. Lassiter III, Clark Gilbert and Victoria Winston
How do you go to market with a brand new product in a new industry? How does a business develop an opportunity and then adapt its strategy to ensure success? Who are the early adopters and how does a business work with them? Katherine Hays, chief operating office at...
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Keywords:
Emerging Markets;
Product Launch;
Digital Marketing;
Business Startups;
Advertising Industry
Lassiter, Joseph B., III, Clark Gilbert, and Victoria Winston. "Massive Incorporated (A)." Harvard Business School Case 806-126, March 2006. (Revised February 2007.)
- March 2006 (Revised February 2007)
- Case
Massive Incorporated (B)
By: Joseph B. Lassiter III, Clark Gilbert and Victoria Winston
Keywords:
Emerging Markets;
Product Launch;
Digital Marketing;
Business Startups;
Advertising Industry
Lassiter, Joseph B., III, Clark Gilbert, and Victoria Winston. "Massive Incorporated (B)." Harvard Business School Case 806-127, March 2006. (Revised February 2007.)
- February 2006 (Revised September 2007)
- Background Note
Winner-Take-All in Networked Markets
Discusses platform structure in new networked markets, that is, whether a market that exhibits network effects will be served by a single platform or by rival platforms. Defines "platforms" and "platform structure"; describes factors that influence the odds that a...
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Keywords:
Forecasting and Prediction;
Growth Management;
Network Effects;
Digital Platforms;
Internet and the Web
Eisenmann, Thomas R. "Winner-Take-All in Networked Markets." Harvard Business School Background Note 806-131, February 2006. (Revised September 2007.)
- January 2006 (Revised March 2010)
- Case
Peer-to-Peer File Sharing and the Market for Digital Information Goods
By: Ramon Casadesus-Masanell, Andres Hervas and Jordan Mitchell
We study competitive interaction between two alternative models of digital content distribution over the Internet: peer-to-peer (p2p) file sharing and centralized client-server distribution. We present microfoundations for a stylized model of p2p file sharing where all...
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Keywords:
Price;
Profit;
Distribution;
Competition;
Internet and the Web;
Information Infrastructure
Casadesus-Masanell, Ramon, Andres Hervas, and Jordan Mitchell. "Peer-to-Peer File Sharing and the Market for Digital Information Goods." Harvard Business School Case 706-479, January 2006. (Revised March 2010.)
- October 2005 (Revised February 2007)
- Case
Red Flag Software Co.
By: Felix Oberholzer-Gee, Tarun Khanna, David Lane and Elizabeth Raabe
In 2005, just five years after its formal launch, Beijing-based Red Flag Software was the world's second-largest distributor of the Linux operating system and was expecting its first annual profit. On a unit basis, Red Flag led the world in desktops (PCs) shipped with...
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Keywords:
Digital Platforms;
Competitive Advantage;
Applications and Software;
Business Startups;
Globalized Markets and Industries;
Information Technology Industry;
Distribution Industry;
Beijing;
United States
Oberholzer-Gee, Felix, Tarun Khanna, David Lane, and Elizabeth Raabe. "Red Flag Software Co." Harvard Business School Case 706-428, October 2005. (Revised February 2007.)
- October 2005 (Revised March 2006)
- Case
Strategic Inflection: TiVo in 2005
By: David B. Yoffie, Pai-Ling Yin and Barbara Mack
In the late 1990s, TiVo pioneered the digital video recorder (DVR), a new consumer electronics category. By 2005, the company was the clear leader in technology and installed base. It had also built extraordinary loyalty among its customers. However, TiVo lost a half...
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Keywords:
Technological Innovation;
Competition;
Partners and Partnerships;
Information Infrastructure;
Television Entertainment;
Brands and Branding;
Consumer Products Industry;
Electronics Industry
Yoffie, David B., Pai-Ling Yin, and Barbara Mack. "Strategic Inflection: TiVo in 2005." Harvard Business School Case 706-421, October 2005. (Revised March 2006.)
- June 2005
- Case
CarMax
By: Rajiv Lal and David Kiron
Carmax is the largest multi-market used car dealer in the U.S., and has no format-to-format competitor in the $375 billion used car market. CarMax is trying to do what some analysts believed to be impossible: sell used cars profitably on a national scale, and at the...
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- 2005
- Book
Best Face Forward: Why Companies Must Improve Their Service Interfaces With Customers
By: Jeffrey F. Rayport and Bernard J. Jaworski
Keywords:
Technology;
Digital;
Services;
Strategy;
Internet and the Web;
Service Delivery;
Marketing
Rayport, Jeffrey F., and Bernard J. Jaworski. Best Face Forward: Why Companies Must Improve Their Service Interfaces With Customers. Boston, MA: Harvard Business School Press, 2005.
- April 2005 (Revised March 2007)
- Case
eAccess, Ltd.
By: Thomas R. Eisenmann, Masako Egawa and Ariko Ota
The managers of eAccess, Japan's third largest provider of digital subscriber line (DSL) service, must decide whether to enter the mobile communications business. Japan's mobile services are among the world's most expensive, and incumbent carriers' profits are high. To...
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Keywords:
Information Infrastructure;
Diversification;
Policy;
Business Startups;
Mobile and Wireless Technology;
Communications Industry;
Telecommunications Industry;
Japan
Eisenmann, Thomas R., Masako Egawa, and Ariko Ota. "eAccess, Ltd." Harvard Business School Case 805-117, April 2005. (Revised March 2007.)
- March 2005
- Background Note
Home Video Games: Generation Seven
By: Elie Ofek
Discusses the issues facing firms in the seventh generation of home video game platforms. In particular, Sony and Microsoft plan to launch new game consoles in the 2005 to 2006 time frame. Each firm seems to be following a different strategy. Microsoft wants to launch...
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Keywords:
Marketing Strategy;
Competitive Strategy;
Technological Innovation;
Information Infrastructure;
Applications and Software;
Entertainment and Recreation Industry;
Information Technology Industry
Ofek, Elie. "Home Video Games: Generation Seven." Harvard Business School Background Note 505-072, March 2005.
- November 2004 (Revised November 2005)
- Case
Kodak and The Digital Revolution (A)
By: Giovanni M. Gavetti, Rebecca Henderson and Simona Giorgi
The introduction of digital imaging in the late 1980s had a disruptive effect on Kodak's traditional business model. Examines Kodak's strategic efforts and challenges as the photography industry evolves. After discussing Kodak's history and its past strategic moves in...
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Keywords:
History;
Information Technology;
Business Model;
Leadership;
Disruption;
Industry Growth;
Business Strategy;
Consumer Products Industry
Gavetti, Giovanni M., Rebecca Henderson, and Simona Giorgi. "Kodak and The Digital Revolution (A)." Harvard Business School Case 705-448, November 2004. (Revised November 2005.)
- November 2004
- Tutorial
Principles of Microeconomics for Strategists
By: Felix Oberholzer-Gee, Pai-Ling Yin and Elizabeth Raabe
Reviews microeconomic principles from a business strategy perspective, using the digital music industry as context. Contains three modules: demand, supply, and equilibrium. The demand module discusses the willingness to pay, market demand, price elasticity, and...
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- June 2004 (Revised September 2005)
- Case
Cox Communications, Inc.
By: Thomas R. Eisenmann and Jonathan Gibbons
Cox Communications, the third largest U.S. cable television system operator, is confronting strategy decisions in mid-2004. Cox managers must decide whether to speed its deployment of Voice over Internet Protocol (VoIP), which offers capital and operating costs savings...
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Keywords:
Customers;
Information Technology;
Competition;
Product Development;
Media and Broadcasting Industry;
Telecommunications Industry;
United States
Eisenmann, Thomas R., and Jonathan Gibbons. "Cox Communications, Inc." Harvard Business School Case 804-192, June 2004. (Revised September 2005.)
- June 2004 (Revised June 2006)
- Case
Scientific-Atlanta, Inc.
Scientific-Atlantia (S-A), a leading manufacturer of cable TV equipment, is confronting strategic challenges in mid-2004. For decades, cable operators have faced high switching costs that have locked them into exclusive supply relationships with either S-A or its...
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Keywords:
Technological Innovation;
Competition;
Industry Structures;
Television Entertainment;
Duopoly and Oligopoly;
Manufacturing Industry;
Media and Broadcasting Industry
Eisenmann, Thomas R. "Scientific-Atlanta, Inc." Harvard Business School Case 804-191, June 2004. (Revised June 2006.)
- 2004
- Book
Introduction to e-Commerce
By: Jeffrey F. Rayport and Bernard J. Jaworski
Keywords:
Technology;
Digital;
Services;
Strategy;
Internet and the Web;
Service Delivery;
Marketing
Rayport, Jeffrey F., and Bernard J. Jaworski. Introduction to e-Commerce. 2nd ed. Boston, MA: McGraw-Hill/Irwin marketspaceU, 2004.
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,...
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Keywords:
Corporate Strategy;
Digital Platforms;
Network Effects;
Policy;
Customer Focus and Relationships;
Games, Gaming, and Gambling;
Revenue;
Segmentation;
Sales;
Entertainment and Recreation Industry;
Electronics Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)