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Show Results For
-
All HBS Web
(1,669)
- People (8)
- News (478)
- Research (655)
- Events (6)
- Multimedia (2)
- Faculty Publications (305)
- October 2015
- Teaching Plan
The Coca-Cola Company's Case for Creative Transformation
By: Thales Teixeira
This Teaching Plan is to be used with the Video Case "The Coca-Cola Company's Case for Creative Transformation" (HBS No. 815-714)
View Details
Keywords:
Attention Economics;
Creating Connections;
Digital Marketing;
Marketing Innovations;
Social Networks;
Advertising Content;
Networked Brand;
Beverage Industry;
Coca-Cola;
Digital Innovation;
Digital Transition;
Marketing;
Marketing Communications;
Innovation Strategy;
Social and Collaborative Networks;
Advertising;
Creativity;
Consumer Products Industry;
Media and Broadcasting Industry;
Food and Beverage Industry
- January 2015 (Revised May 2018)
- Case
$19B 4 txt app WhatsApp...omg!
By: David Collis, Ashley Hartman and Aakash Mehta
In February 2014, Facebook announced the acquisition of WhatsApp for $19 billion. WhatsApp, founded in 2009, was a relatively young company that employed only 50 people and earned merely $10 million in revenue in 2013. It was one of many mobile messaging services that...
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Keywords:
WhatsApp;
Facebook;
Mobile Messaging;
Social Network;
Acquisitions;
Value Added;
Strategy Alignment;
Monetization;
Social Platforms;
Technology;
Strategy;
Corporate Strategy;
Acquisition;
Communication Technology;
Social and Collaborative Networks;
Value Creation;
Social Media;
Applications and Software;
Digital Platforms;
Communications Industry;
Communications Industry
Collis, David, Ashley Hartman, and Aakash Mehta. "$19B 4 txt app WhatsApp...omg!" Harvard Business School Case 715-441, January 2015. (Revised May 2018.)
- June 2015
- Case
The Coca-Cola Company's Case for Creative Transformation
By: Thales S. Teixeira and Elizabeth Anne Watkins
In 2013, the Coca-Cola Company was awarded Creative Marketer of the Year by the Cannes Lions Festival (known as the "Oscar of Advertising") for the first time ever in history and nearly 50 years after the Festival's inception. Just one year before that, Jonathan...
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Keywords:
Attention Economics;
Creating Connections;
Digital Marketing;
Marketing Innovations;
Social Networks;
Advertising Content;
Networked Brand;
Beverage Industry;
Coca-Cola;
Digital Innovation;
Digital Transition;
Marketing;
Marketing Communications;
Innovation Strategy;
Social and Collaborative Networks;
Advertising;
Creativity;
Consumer Products Industry
Teixeira, Thales S., and Elizabeth Anne Watkins. "The Coca-Cola Company's Case for Creative Transformation." Harvard Business School Multimedia/Video Case 815-714, June 2015.
- February 2023
- Teaching Note
Colette Phillips and GetKonnected: Creating Inclusive Ecosystems
By: Rosabeth M. Kanter and Ai-Ling Jamila Malone
Teaching Note for HBS Case No. 323-035.
View Details
Keywords:
Diversity;
Ecosystem;
Inclusion;
People Of Color;
Network;
Racial Bias;
Gender Bias;
Entrepreneur;
Entrepreneurial Ecosystems;
Change;
Change Barriers;
Change Leadership;
Community;
Innovation;
Pandemic;
Impact;
Systemic Racism;
Minority-owned Businesses;
Social and Collaborative Networks;
Equity;
Race;
Small Business;
Prejudice and Bias;
Boston
- July 13, 2023
- Article
Threads Foreshadows a Big—and Surprising—Shift in Social Media
By: Scott Duke Kominers and Liang Wu
Threads, Meta’s Twitter competitor, has become the fastest downloaded app in history. One of the reasons for this is because it allows users to port over their profiles and follows from the already popular social media platform Instagram, also owned by Meta—a feature...
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Keywords:
Decentralization;
Twitter;
Facebook;
Instagram;
Crypto Economy;
Blockchain;
Network;
Industrial Organization;
Competition;
Open Innovation;
Open Platforms;
Open Source Innovation;
Social Networks;
Social Media;
Applications and Software;
Information Technology Industry
Kominers, Scott Duke, and Liang Wu. "Threads Foreshadows a Big—and Surprising—Shift in Social Media." Harvard Business Review Digital Articles (July 13, 2023).
- 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;
Digital Marketing;
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;
Digital 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 and the Web;
Mobile and Wireless Technology;
Internet and the Web;
Applications and Software;
Information Infrastructure;
Digital Platforms;
Internet and the Web;
Mobile and Wireless Technology;
Value Creation;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Asia;
China;
Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 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;
Digital Marketing;
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;
Digital 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 and the Web;
Mobile and Wireless Technology;
Internet and the Web;
Applications and Software;
Information Infrastructure;
Digital Platforms;
Internet and the Web;
Mobile and Wireless Technology;
Valuation;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications 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.)
- 2015
- Other Teaching and Training Material
Marketing Reading: Digital Marketing
By: Sunil Gupta and Joseph Davin
Digital technology has changed how consumers search for information, interact with each other, and buy products. The popularization of these technologies has made it possible for companies to have a better understanding of their customers' decision journey and...
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Keywords:
Advertising;
Buzz Marketing;
Internet Marketing;
Marketing;
Marketing Management;
Social Media;
Social Networks;
Viral Marketing;
Word-of-mouth Marketing;
Digital;
Internet;
Marketing Channels;
Marketing Reference Programs;
Online Advertising;
Advertising Industry
Gupta, Sunil, and Joseph Davin. "Marketing Reading: Digital Marketing." Core Curriculum Readings Series. Boston: Harvard Business Publishing 8224, 2015.
- 2015
- Working Paper
Online Word of Mouth and Product Review Disagreement
By: Frank Nagle and Christoph Riedl
Studies of online word of mouth have frequently posited―but never systematically conceptualized and explored―that the level of disagreement between existing product reviews can impact the volume and the valence of future reviews. In this study we develop a theoretical...
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Keywords:
Online Word Of Mouth;
Online Communities;
Viral Marketing;
Online Product Reviews;
Quality;
Internet and the Web;
Consumer Behavior;
Marketing Reference Programs;
Social and Collaborative Networks;
Digital Marketing;
Analytics and Data Science
Nagle, Frank, and Christoph Riedl. "Online Word of Mouth and Product Review Disagreement." Harvard Business School Working Paper, No. 13-091, May 2013. (Revised May 2015, selected for AOM Best Paper Proceedings.)
- December 2018
- Case
Choosy
By: Jeffrey J. Bussgang and Julia Kelley
Founded in 2017, Choosy is a data-driven fashion startup that uses algorithms to identify styles trending on social media. After manufacturing similar items using a China-based supply chain, Choosy sells them to consumers through its website and social media pages....
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Keywords:
Artificial Intelligence;
Algorithms;
Machine Learning;
Neural Networks;
Instagram;
Influencer;
Fast Fashion;
Design;
Customer Satisfaction;
Customer Focus and Relationships;
Decision Making;
Cost vs Benefits;
Innovation and Invention;
Brands and Branding;
Product Positioning;
Demand and Consumers;
Supply Chain;
Production;
Logistics;
Business Model;
Expansion;
Internet and the Web;
Mobile and Wireless Technology;
Digital Platforms;
Social Media;
Technology Industry;
Fashion Industry;
North and Central America;
United States;
New York (state, US);
New York (city, NY)
- August 28, 2018
- Article
How Intermittent Breaks in Interaction Improve Collective Intelligence
By: Ethan Bernstein, Jesse Shore and David Lazer
People influence each other when they interact to solve problems. Such social influence introduces both benefits (higher average solution quality due to exploitation of existing answers through social learning) and costs (lower maximum solution quality due to a...
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Keywords:
Transparency;
Social Influence;
Collective Intelligence;
Interaction;
Problem Solving;
Collaboration;
Intermittant;
Breaks;
Always On;
Communication Technologies;
Communication;
Design;
Information;
Management;
Leadership;
Organizational Design;
Organizational Structure;
Performance;
Social and Collaborative Networks;
Information Technology
Bernstein, Ethan, Jesse Shore, and David Lazer. "How Intermittent Breaks in Interaction Improve Collective Intelligence." Proceedings of the National Academy of Sciences 115, no. 35 (August 28, 2018).
- February 2011
- Article
The Underdog Effect: The Marketing of Disadvantage and Determination Through Brand Biography
By: Neeru Paharia, Anat Keinan, Jill Avery and Juliet B. Schor
We introduce the concept of an underdog brand biography (UBB) to describe an emerging trend in branding in which firms author an historical account of their humble origins, lack of resources, and determined struggle against the odds. We identify two essential...
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Keywords:
Marketing;
Brand Management;
Brands;
Brand Building;
Brand Positioning;
Competitive Positioning;
Advertising;
Marketing Communication;
Biography;
Brands and Branding;
Product Marketing;
Emerging Markets;
Network Effects;
Demand and Consumers;
Marketing Communications;
Cost vs Benefits;
Perspective;
Advertising Campaigns;
Marketing Strategy;
Apparel and Accessories Industry;
Advertising Industry;
Beauty and Cosmetics Industry;
Consumer Products Industry;
Fashion Industry;
Food and Beverage Industry
Paharia, Neeru, Anat Keinan, Jill Avery, and Juliet B. Schor. "The Underdog Effect: The Marketing of Disadvantage and Determination Through Brand Biography." Journal of Consumer Research 37, no. 5 (February 2011): 775–790. (Finalist, 2014 Best Article Award for a paper published in JCR in 2011.)
- November 2021
- Article
Ratings, Reviews, and the Marketing of New Products
By: Itay P. Fainmesser, Dominique Olié Lauga and Elie Ofek
We study how user-generated content (UGC) about new products impacts a firm's advertising and pricing decisions and the effect on profits and market dynamics. We construct a two-period model where consumers value quality and are heterogeneous in their taste for the new...
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Keywords:
Online Reviews;
Product Ratings;
Social Networks;
Word Of Mouth;
Pricing;
User-generated Content;
Advertising;
Product Marketing;
Price;
Consumer Behavior;
Product Positioning;
Social Media
Fainmesser, Itay P., Dominique Olié Lauga, and Elie Ofek. "Ratings, Reviews, and the Marketing of New Products." Management Science 67, no. 11 (November 2021): 7023–7045.
- 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;
Digital Marketing;
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;
Digital 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 and the Web;
Mobile and Wireless Technology;
Applications and Software;
Information Infrastructure;
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 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;
Digital Marketing;
Business Ventures;
Acquisition;
Mergers and Acquisitions;
Business Growth and Maturation;
Business Headquarters;
Business Organization;
For-Profit Firms;
Trends;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
United States;
California;
Sunnyvale;
Russia
- Jan 2014
- Case
StriveTogether: Reinventing the Local Education Ecosystem
StriveTogether is building a network of communities that use Collective Impact as a way for the business community and other stakeholders to collaborate to improve public...
View Details
- 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;
Digital Marketing;
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;
Digital 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 and the Web;
Mobile and Wireless Technology;
Applications and Software;
Information Infrastructure;
Value Creation;
Emerging Markets;
Product Development;
Segmentation;
Business Units;
Communication;
Profit;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Communications Industry;
Asia;
China;
Canton (province, China)
- 2013
- Working Paper
Separating Homophily and Peer Influence with Latent Space
By: Joseph P. Davin, Sunil Gupta and Mikolaj Jan Piskorski
We study the impact of peer behavior on the adoption of mobile apps in a social network. To identify social influence properly, we introduce latent space as an approach to control for latent homophily, the idea that "birds of a feather flock together." In a series of...
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Keywords:
Social Influence;
Social Network;
Mobile App;
Peer Effects;
Latent Homophily;
Latent Space;
Proxy Variables;
Familiarity;
Behavior;
Consumer Behavior;
Applications and Software;
Social and Collaborative Networks;
Mobile and Wireless Technology;
Power and Influence;
Social Media
Davin, Joseph P., Sunil Gupta, and Mikolaj Jan Piskorski. "Separating Homophily and Peer Influence with Latent Space." Harvard Business School Working Paper, No. 14-053, January 2014.
- Web
The World Needs Your Leadership Now More Than Ever
The Advanced Management Program (AMP) will expose you to new tools and thinking, providing you with the opportunity to self-reflect and renew yourself as a leader and changemaker. You'll engage with a global community of leaders who face...
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