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- All HBS Web (1,578)
- Faculty Publications (482)
- 01 Jun 1996
- News
1996 Global Alumni Conference Probes "Information Revolution"
interactive analytical module that allows students to simulate factory scheduling and operations. Upton then demonstrated the School's revolutionary Web-based video system that provides full-motion digital video on demand with random... View Details
Keywords: Daniel Penrice
- 31 Jul 2012
- First Look
First Look: July 31
seen as arising from a delegator's (e.g., a citizenry) demand to hold a delegate (e.g., shareholders) to account. When effective, corporate accountability reporting can internalize certain externalities into firms' resource-allocation... View Details
Keywords: Carmen Nobel
- 03 Feb 2009
- First Look
First Look: February 3, 2009
documents trends in college and university endowment returns and investments in the United States between 1992 and 2005 using data on more than a thousand schools. Such endowments have generally performed well over this time period, with... View Details
Keywords: Martha Lagace
- Web
Supplemental Financial Information | Annual Report 2024
Reflecting the strong demand for international business learning materials—including cases, articles, simulations, and other content—HBP International revenue accounted for 43 percent of the group’s total revenue in fiscal 2024, equaling... View Details
- 01 Dec 1996
- News
An Entrepreneurial Journey
store grew, the space became so crowded that at times the copier was rolled out onto the sidewalk and used for self-service customers. Today, some analysts estimate annual revenues from the privately held chain's 850 business services and copy shops - which are located... 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; 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)
- 01 Jun 2018
- News
The Long Run
the Coosawattee Foundation had grown to become one of the largest archaeological education organizations in the United States. He told Shaw he would talk but wouldn’t be able to take on whatever he was pitching. “Ten minutes into the... View Details
- Web
Print View - Course Catalog
Elective Curriculum: Course Descriptions Last Updated: 03 Jul 2025 Print View View by Unit | View by Course Title | View by Faculty | Print View # A B C D E F G I L M N O P R S T U V W # Area Faculty Name Term Quarter Credits 3... View Details
- 10 Jan 2005
- Research & Ideas
Motivation and the Cross-Sector Alliance
underlying framework that compels such partnerships as between a food bank in Mexico and a supermarket in the United States, providing insights into the DNA of a successful collaboration that are broadly applicable. Our excerpt from the... View Details