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- Research Summary
Research Focus
By: Anita Elberse
My research focuses on "creative industries," defined as industries that supply goods that we commonly associate with artistic, cultural, or entertainment value -- including book and magazine publishing, film, music, television, video games, the performing...
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- Research Summary
Research Questions
By: Anita Elberse
One overarching question drives my research: What are effective marketing strategies for managers in creative industries?
I focus on three sub-questions:
- How can managers in creative industries effectively manage products and product... View Details
- Teaching Interest
Strategy and Technology
By: Andy Wu
The Strategy and Technology elective course explores the unique aspects of creating effective strategies for technology-intensive businesses.
- What strategies win in markets with network effects?
- How can technology be... View Details
Keywords:
Innovation and Management;
Innovation Leadership;
Innovation Strategy;
Technological Innovation;
Patents;
Business Strategy;
Competitive Advantage;
Competitive Strategy;
Hardware;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Technology Adoption;
Technology Networks;
Technology Platform;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry;
Video Game Industry
- 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
- Teaching Interest
The Business of Entertainment, Media, and Sports (MBA)
By: Anita Elberse
This second-year MBA course is primarily designed for students pursuing a career in the entertainment, media and sports sectors -- including film, television, music, publishing, video games, the performing arts, sports, fashion, and advertising -- or who plan to work...
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