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All HBS Web
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- May 2019
- Case
Canada Mortgage and Housing Corporation: 'One CMHC' and Version 3.0
By: Boris Groysberg and Sarah L. Abbott
When Evan Siddall was appointed CEO of Canada Mortgage Housing Corporation (CMHC) five years earlier, he had embarked on a major organizational restructuring. Now he is spearheading another round of changes. CMHC has adopted an ambition vision and five year strategic...
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Keywords:
Government Organizations;
Culture;
Organizational Change And Transformation;
Human Resource Practices;
Future Of Work;
Change Management;
Leading Change;
Organizational Change and Adaptation;
Organizational Culture;
Organizational Design;
Government Administration;
Restructuring;
Leadership;
Human Resources;
Talent and Talent Management;
Diversity;
Work-Life Balance;
Financial Services Industry;
Public Administration Industry;
Canada
Groysberg, Boris, and Sarah L. Abbott. "Canada Mortgage and Housing Corporation: 'One CMHC' and Version 3.0." Harvard Business School Case 419-068, May 2019.
- 10 Jun 2002
- Research & Ideas
Reinventing the Industrial Giant
Xerox, IBM, and Kodak. These industrial giants are trying to combine their industrial heritage with products, services, and business practices more closely associated with the new economy. Their basic product does not change—GM is still...
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- 25 May 2010
- First Look
First Look: May 25
company is facing significant challenges in winning business and restructuring its own operations. Should Tom stay on as CEO? Revisit one of the candidates who had withdrawn? Try harder to sell the company?...
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Keywords:
Martha Lagace
- 08 Jun 2010
- First Look
First Look: June 8
County Hospital: Gastroenterology Care in Sweden Michael E. Porter, Jennifer F. Baron, and Martin RejlerHarvard Business School Case 710-469 Sweden's Highland District County Hospital, similar to a community hospital in the U.S.,...
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Keywords:
Martha Lagace
- 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)
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