Filter Results:
(576)
Show Results For
- All HBS Web
(576)
- People (1)
- News (128)
- Research (398)
- Events (3)
- Multimedia (3)
- Faculty Publications (131)
Show Results For
- All HBS Web
(576)
- People (1)
- News (128)
- Research (398)
- Events (3)
- Multimedia (3)
- Faculty Publications (131)
- 22 Jan 2019
- First Look
New Research and Ideas, January 22, 2019
to leverage the brand’s heritage for innovation and creativity with existing and new audiences. With few resources other than heritage, Overman and Atkins have focused on making Kodak “cool” through partnerships with a range of brands... View Details
Keywords: Dina Gerdeman
- 04 Feb 2014
- First Look
First Look: February 4
working solutions to a complex innovation problem over 10 days, with varying monetary incentives. We find that levels of effort are driven by cash incentives and the presence of other interacting teammates. The level of collaboration, by... View Details
Keywords: Sean Silverthlorne
- 25 May 2010
- First Look
First Look: May 25
an innovative methodology to measure management practices in over 300 manufacturing firms in the U.K. We then match this management data to production and energy usage information for establishments owned by these firms. We find that... View Details
Keywords: Martha Lagace
- 2024
- Working Paper
AI Companions Reduce Loneliness
By: Julian De Freitas, Ahmet K Uguralp, Zeliha O Uguralp and Puntoni Stefano
Chatbots are now able to engage in sophisticated conversations with consumers in the domain of relationships, providing a potential coping solution to widescale societal loneliness. Behavioral research provides little insight into whether these applications are... View Details
De Freitas, Julian, Ahmet K Uguralp, Zeliha O Uguralp, and Puntoni Stefano. "AI Companions Reduce Loneliness." Harvard Business School Working Paper, No. 24-078, June 2024.
- 22 May 2024
- HBS Case
Banned or Not, TikTok Is a Force Companies Can’t Afford to Ignore
government exerts on TikTok, concerns the app could compromise US national security and user data, and stark differences between the content and rules mandated in China versus abroad. "You must ask yourself, ‘What is the power of this... View Details
- 25 Apr 2023
- Op-Ed
How SHEIN and Temu Conquered Fast Fashion—and Forged a New Business Model
Motors leveraged its marketing and distribution power by buying up manufacturers. A brand like McDonald’s used franchising to achieve the same goal. SHEIN and Temu rely on IT to do the job. Will other platforms follow suit? For instance, could YouTube and Spotify do a... View Details
- 23 Nov 2010
- First Look
First Look: November 23
labels identifying search engine advertisements. In particular, for a random subset of users, we change "sponsored link" labels to instead read "paid advertisement." We find that users receiving the "paid... View Details
Keywords: Sean Silverthorne
- 23 Jun 2009
- First Look
First Look: June 23
Principles that Matter: Sustaining Software Innovation from the Client to the Web Author:Marco Iansiti Abstract Economic analysis often reviews the role of principles—such as respect for intellectual property rights—in driving innovation.... View Details
Keywords: Martha Lagace
- March 2013
- Article
For Mobile Devices, Think Apps, Not Ads
By: Sunil Gupta
Many companies envision mobile ads becoming an integral part of their communications strategies. But there's a growing consensus that ads don't work on mobile devices; consumers just don't like them. Instead of creating tiny banner ads, smart marketers will turn to... View Details
Keywords: Applications and Software; Advertising; Mobile and Wireless Technology; Innovation and Invention
Gupta, Sunil. "For Mobile Devices, Think Apps, Not Ads." Harvard Business Review 91, no. 3 (March 2013).
- 07 Jun 2023
- HBS Case
3 Ways to Gain a Competitive Advantage Now: Lessons from Amazon, Chipotle, and Facebook
fees that other brands pay department stores and other distributors. While it doesn’t charge the premium prices of competitors, its lower costs help it maintain an advantage. Perhaps recognizing that threat, Estee Lauder acquired The Ordinary’s parent company in 2021.... View Details
Keywords: by Michael Blanding
- 24 Mar 2015
- First Look
First Look: March 24
Publisher's link: http://ezp-prod1.hul.harvard.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bth&AN=101124706&site=ehost-live&scope=site March 2015 Journal of Financial Intermediation Financial View Details
Keywords: Sean Silverthorne
- Web
Marketing - Faculty & Research
providing them with innovative products and services. This value is communicated through a variety of channels as well as through the firm's branding strategy. Effective management of customers and pricing allows the firm to capture part... View Details
- 29 Aug 2006
- First Look
First Look: August 29, 2006
Business School Case 706-496 Apple has reaped the benefits of its innovative music player, the iPod. However, its PC and server business continue to hold small market share relative to the worldwide computer over the past few years. Will... View Details
Keywords: Sean Silverthorne
- 05 Apr 2011
- First Look
First Look: April 5
phases of a new industry, formed a strategic goal. Our data show goal formation as a phased social process. By aggregating previously encountered solutions to known problems, the founding team formed an emergent goal that presented an View Details
Keywords: Sean Silverthorne
- 12 Apr 2016
- First Look
April 12, 2016
the sailing will be smooth. Several other important pitfalls can threaten marketplaces: growing too fast too early; failing to foster sufficient trust and safety; resorting to sticks, rather than carrots, to deter user disintermediation;... View Details
Keywords: Sean Silverthorne
- 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)
- 29 Nov 2022
- Research & Ideas
Is There a Method to Musk’s Madness on Twitter?
users to reconsider whether they will continue using the platform. Critics say all these radical moves are akin to lighting Twitter investors’ money on fire. But is there a method to Musk’s madness? Andy Wu is an assistant professor of... View Details
- 18 Mar 2013
- HBS Case
HBS Cases: LEGO
so new product design began to be informed by market research, user feedback, and how well the toys matched the vision of quality creative play laid out by its founding fathers. Putting parameters on how people View Details
- 02 Apr 2013
- First Look
First Look: April 2
Publications 2006 Nature Reviews Beyond Magic Bullets: True Innovation in Health Care By: Narayan, Vaibhav A., Marco Mohwinckel, Gary Pisano, Michael Yang, and Husseini Manji Abstract—The molecular medicine revolution-based on advances... View Details
Keywords: Sean Silverthorne
- 01 Sep 2023
- News
Money Does Grow on (Family) Trees
subscription-based website would quickly become the world’s largest genealogy company, allowing users to build and share their family trees, digitizing and indexing vast troves of genealogical data, ever increasing through the acquisition... View Details