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- All HBS Web
(356)
- News (95)
- Research (226)
- Multimedia (2)
- Faculty Publications (142)
- 03 Oct 2005
- Research & Ideas
The Box Office Power of Stars
buyers? And in an interesting plot twist, Elberse decided to design her research not around actual box office receipts, but rather around a Hollywood simulation game that has over half a million players. The results were published in her... View Details
- 25 Aug 2014
- News
Jonathan M. Nelson, MBA 1983
include wireless towers in India, Brazil, and Africa; digital television in Turkey; Hong Kong’s largest broadcaster; an award-winning video game developer; and the biggest name in endurance sports, IRONMAN,... View Details
Keywords: Susan Young
- 25 Mar 2015
- HBS Case
Tate’s Digital Makeover Transforms the Traditional Museum
interactive quizzes such as "How Bauhaus Are You?," self-guided tours for Valentine's Day, and a video on women in art with a star of HBO's Girls. It created online-only exhibitions of art, and allowed visitors to create their... View Details
- 11 Jan 2010
- Research & Ideas
Mixing Open Source and Proprietary Software Strategies
jumped on the bandwagon to some extent. It's partnered with Novell to put some of Microsoft's technologies on Linux and other open platforms. The Mono project consists of porting the .NET framework onto Linux, and the Moonlight project is about providing an offer of... View Details
- 10 Sep 2020
- Research & Ideas
The COVID Two-Step for Leaders: Protect and Pivot
21 years. Nowitzki refined his skills by breaking them down into their component parts and focusing intently on the elements that needed improvement—not just practicing jump shots, but watching videos and breaking down the movements and... View Details
- September 2013 (Revised August 2015)
- Background Note
Leadership and Teaming
By: Ethan Bernstein
Small differences in the leadership of teams can have large consequences for the success of their efforts. Many initiatives fail not because of a fatal error in judgment or insufficient ideas, knowledge, motivation, or capabilities to deliver a solution. They fail... View Details
Keywords: Teams; Teaming; Leadership And Managing People; Leadership; Team Effectiveness; Team Performance; Team Design; Team Leadership; Teamwork; Team Process; Team Function; Team Launch; 60/30/10 Rule; Team Boundary; Distribution Of Leadership Authority; Self-Managed Teams; Virtual Teams; Unbounded Teams; Acts Of Leadership; Execution Teams; Decision Making Teams; Creativity Teams; Team Size; Task Design; Team Timeline; Team Roles; Team Representation; Diversity; Team Familiarity; Collective Intelligence; Team Stages Of Development; Team Coaching; Performance Pressure; X-Teams; Team Focus; Interaction; Management Teams; Managerial Roles; Management Systems; Management Style; Management Skills; Management Practices and Processes; Organizational Design; Organizational Structure; Performance Effectiveness; Performance Efficiency; Performance Productivity; Groups and Teams; Networks; Social Psychology; Behavior; Conflict and Resolution; Creativity; Social and Collaborative Networks; Satisfaction; Prejudice and Bias; Power and Influence; Personal Characteristics; Familiarity; Cognition and Thinking; Attitudes; Projects; Organizational Culture; Organizational Change and Adaptation; Leadership Development; Leadership Style; Leading Change; Knowledge Use and Leverage; Knowledge Sharing; Collaborative Innovation and Invention; Innovation and Management; Innovation Leadership; Design; Interpersonal Communication; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Motion Pictures and Video Industry; Asia; North and Central America; South America; Atlantic Ocean; Central Asia; Europe; Latin America; Middle East; Oceania; West Indies
Bernstein, Ethan. "Leadership and Teaming." Harvard Business School Background Note 414-033, September 2013. (Revised August 2015.)
- Web
2024 Reunion Presentations - Alumni
Video Recording – Less Info - Video Recording Dean Srikant Datar kicks off Reunion Weekend by sharing his key priorities, which will strengthen and accelerate the School’s impact in the world. 10:00-11:15... View Details
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060. View Details
- March 2009
- Teaching Note
Responding to the Wii? (TN)
By: Andrei Hagiu and Hanna Halaburda
Teaching Note for [709448]. View Details
- 01 Sep 2017
- News
The Biggest Industry You’ve Never Heard Of
Bjerg is staring blankly at his computer screen. He adjusts his two monitors and fiddles with the speakers as he awaits the start of his next League of Legends battle. As he does many days, Bjerg will sit here playing the popular video... View Details
- 14 Jun 2007
- Working Paper Summaries
Evolution Analysis of Large-Scale Software Systems Using Design Structure Matrices and Design Rule Theory
- 24 Mar 2008
- Research & Ideas
Reducing Risk with Online Advertising
readily gameable. If you need to sell one more unit and you can't find anyone to buy it, buy it for yourself or for your buddy. Because these systems can be gamed, firms spend extra money on online advertising. That money might be better spent in increasing... View Details
- 09 Apr 2014
- Working Paper Summaries
Visualizing and Measuring Software Portfolio Architectures: A Flexibility Analysis
- April 2016 (Revised February 2018)
- Teaching Note
Riot Games: Can Culture Survive Growth?
By: Boris Groysberg and Michael Norris
This teaching note gives instructors a guide for a discussion of Riot Games, a fast growing videogames firm with a strong, player-centric culture. It also offers references to research on culture that will allow students to decide whether or not Riot Games’ culture... View Details
- June 1989 (Revised July 1994)
- Case
Babbage's: America's Software Headquarters
By: Walter J. Salmon
Salmon, Walter J. "Babbage's: America's Software Headquarters." Harvard Business School Case 589-100, June 1989. (Revised July 1994.)
- February 2009
- Teaching Note
Microsoft Xbox: Changing the Game? (TN)
By: Andrei Hagiu
Teaching Note for [707501]. View Details
- August 1985 (Revised November 1987)
- Background Note
Videogame Design Process
The videogame industry grew explosively in the early 1980s. It is an example of a business which is highly dependent on the efforts of creative people. Videogame companies have shown a wide variation in their approach to managing creative resources, seen in such terms... View Details
Kao, John J. "Videogame Design Process." Harvard Business School Background Note 486-012, August 1985. (Revised November 1987.)
- 02 Jun 2011
- News
Serious Fun
The educational power of video games and simulations to teach everyone from fighter pilots to senior managers is well documented. Games, after all, are fun. Our competitive instinct kicks in, and before we... View Details
- Fast Answer
Gaming: statistics
Where can I find information on gaming hardware and software? The Entertainment Software Association website lists sales, demographic, and usage data, as well as information intended to improve the image of the industry. Search eMarketer... View Details
- 01 Sep 2024
- News
Next Level
streaming service, especially since the pandemic, when the video gaming business was booming. And beyond the business metrics, there’s the challenge of trying to make the View Details