New Research on the Region

  • April 2023
  • Case

Google’s New San Jose Campus

By: Karen G. Mills, Jeffrey Huizinga and Morgane Herculano

  • April 2023
  • Teaching Material

Roblox: Virtual Commerce in the Metaverse

By: Ayelet Israeli and Nicole Tempest Keller

Teaching Note for HBS Case No. 523-028.

  • April 2023
  • Case

Levels: The Remote, Asynchronous, Deep Work Management System

By: Joseph B. Fuller and George Gonzalez

A remote, asynchronous startup seeks to disrupt the healthcare industry with its wellness data and education platform.

  • March 2023 (Revised May 2023)
  • Case

Akamai Technologies: Expanding the Talent Pipeline

By: Christopher Stanton, Lynda M. Applegate, Allison Ciechanover, Emily Grandjean and Sophie Beck

In 2022, senior executives of Cambridge, MA-based Akamai Technologies met to consider whether and how to scale a successful technical training program. The program, Akamai Technical Academy (ATA), was launched in 2016 to address a key challenge at Akamai and in the technology industry at large—the need to create an inclusive and diverse workforce. ATA participants came from communities typically underrepresented in the tech industry. They went through six months of in-class training followed by a six-month on-the-job contract working with Akamai project teams. By early 2022, nearly 150 ATA graduates from the U.S., Poland, and Costa Rica had converted to full-time employment, and internal hiring managers were interested in recruiting future ATA graduates. Ultimately, the company wanted to build a robust and diverse global talent pipeline, as well as promote inclusion and diversity in the global technology industry. If ATA were to be a catalyst for these changes, it would need to scale. As they prepared for their meeting, the ATA executives grappled with whether and how to scale the ATA to meet growing internal demand, while also building the platform to transform Akamai and the global technology industry.

  • February 2023
  • Case

Roblox: Virtual Commerce in the Metaverse

By: Ayelet Israeli and Nicole Tempest Keller

In 2022, Roblox had 58.8 million daily active users, including over half of all children and teens under the age of 16 in the United States. Roblox, a free-to-use “co-experience platform”, allowed users to come together in immersive 3D experiences to socialize, work, play, learn, and purchase virtual and real goods. Brands saw Roblox as a major metaverse testing ground and experimented by offering a variety of branded items and experiences. In 2022, Roblox was grappling with how to maintain revenue growth and generate profits, considering two key decisions. First, how should Roblox expand its partnerships with brands, and should Roblox allow brands to offer immersive advertising within experiences? Roblox would have to tread carefully to not raise the ire of watchdog groups who were wary of advertising targeted at children. Second, should Roblox change its economic model which was free to publish, and adopt a “scarcity economy” whereby Roblox would allow creators to only publish items in limited quantities and charge an upfront fee for item creation, similar to a manufacturing fee? On one hand, scarcity could prevent excess supply from driving down prices, but culturally Roblox users and developers were accustomed to unlimited supply, low prices, and virtually no upfront fees.

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California Research Center Team

Allison Ciechanover
Executive Director
George Gonzalez
Senior Researcher
Emily Grandjean
Research Associate
Jeffrey Huizinga
Assistant Director
Nicole Keller
Senior Researcher