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- Faculty Publications (4,634)
Show Results For
-
All HBS Web
(6,192)
- News (335)
- Research (5,531)
- Events (8)
- Multimedia (36)
- Faculty Publications (4,634)
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- 15 Oct 2008
- First Look
First Look: October 15, 2008
Publication:Developmental Psychology 44, no. 5 (2008) Abstract The present research identifies an anomaly in sociocognitive development, whereby younger children (8 and 9 years) outperform their older counterparts (10 and 11 years) in a...
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Keywords:
Martha Lagace
- September 2021 (Revised November 2022)
- Case
Community Solutions
By: Brian Trelstad and Tom Quinn
Community Solutions was an anti-homelessness nonprofit founded in 2011 after protagonist Rosanne Haggerty grew frustrated with the limited impact of traditional housing and outreach strategies. It set an ambitious goal, reached in some partner communities, of ending...
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Keywords:
Change;
Change Management;
Disruption;
Transformation;
Communication;
Communication Strategy;
Decision Making;
Cost vs Benefits;
Decision Choices and Conditions;
Decisions;
Forecasting and Prediction;
Social Entrepreneurship;
Ethics;
Values and Beliefs;
Capital Budgeting;
Capital Markets;
Country;
Government Administration;
Government Legislation;
Housing;
Disruptive Innovation;
Innovation and Invention;
Innovation Strategy;
Knowledge Sharing;
Leading Change;
Resource Allocation;
Mission and Purpose;
Performance Evaluation;
Performance Improvement;
Philanthropy and Charitable Giving;
Opportunities;
Social Enterprise;
Nonprofit Organizations;
Human Needs;
Public Opinion;
Social Issues;
Societal Protocols;
Poverty;
Welfare;
Well-being;
System;
Equality and Inequality;
Consulting Industry;
Real Estate Industry;
United States;
New York (city, NY);
Florida;
Texas
Trelstad, Brian, and Tom Quinn. "Community Solutions." Harvard Business School Case 322-021, September 2021. (Revised November 2022.)
- 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...
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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;
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)