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Show Results For
- All HBS Web
(2,177)
- People (10)
- News (392)
- Research (1,436)
- Events (4)
- Multimedia (9)
- Faculty Publications (415)
- 08 Sep 2016
- News
How We Make It Work
never work late or on weekends. I’ve found that if you work efficiently during the day, you can “just leave” at 5:30 or 6. These are pretty simple things, but over the years the effect of being home for dinner and to see the kids added... View Details
- 07 Sep 2021
- News
Immelt in the Hot Seat: Episode 2
do. And yet I looked at the team and said, "Okay, guys. It's time [laughing]. It's time to cash in. It's time to cash in here. Because this is going to go on a tangent that we're not going to support. And DM: Right. JI: ... we're better... View Details
- 08 Dec 2015
- First Look
December 8, 2015
2015 Northampton, MA: Edward Elgar Publishing The Impact of Globalization on Argentina and Chile: Business Enterprises and Entrepreneurship By: Jones, G. Abstract—This book compares the effects of globalization on two Latin American... View Details
Keywords: Sean Silverthorne
- Web
Seen and Unseen | Baker Library | Bloomberg Center | Harvard Business School
a Sioux blockade built from railroad ties and telegraph line in 1868 that did succeed in a derailing . This picture also avoids showing the harsh reality of this period for Native communities from coast to coast—an effect of Euro-American... View Details
- 01 Oct 1996
- News
Lasting Impressions
humanizing effect on a lot of us and on how we approach business. I always knew that success would enable me to be able to take care of my family and have control over my own destiny. But what I didnÕt realize is how much it would mean to... View Details
Keywords: Deborah E. Blagg
- 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)