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Show Results For
- All HBS Web
(454)
- People (1)
- News (116)
- Research (298)
- Multimedia (1)
- Faculty Publications (205)
- 12 Feb 2007
- Lessons from the Classroom
‘UpTick’ Brings Wall Street Pressure to Students
Students whose investments have fallen below margin requirement levels are being told they have sixty seconds to liquidate part of their portfolio to cover—effectively locking in a loss—or gamble that their investments will recover before... View Details
- 30 Apr 2001
- Research & Ideas
Big Companies, Big Opportunities—Big Questions
& Gamble Aguirre said the company followed several guiding principles in setting its Latin American strategy. It focused on strong global and regional brands, on global product development efforts, and also followed a regional product... View Details
Keywords: by Julie Jette
- 01 Mar 2013
- News
Alumni News | Bookshelf
and leaders who set the right tone and secure resources. With examples gathered largely from Procter & Gamble and Citigroup, readers are escorted through each step, with valuable chapter-ending diagnostics and tips. Especially insightful... View Details
- July 2004 (Revised March 2007)
- Case
Sony EyeToy
By: Anita Elberse and Youngme E. Moon
In early 2004, less than a year after its launch, Sony's EyeToy, a unique video gaming concept, had become a tremendous success across Europe. Developed for use with Sony's PlayStation 2 console, the revolutionary technology allowed users standing in front of a small... View Details
Keywords: Games, Gaming, and Gambling; Growth and Development Strategy; Brands and Branding; Marketing Strategy; Product Launch; Product Development; Performance Improvement; Software; Entertainment and Recreation Industry; Europe
Elberse, Anita, and Youngme E. Moon. "Sony EyeToy." Harvard Business School Case 505-024, July 2004. (Revised March 2007.)
- 01 Sep 2013
- News
The First Scrum
Edited by Linda Kush Fifty years ago, two Scotsmen started an HBS rugby team to help relieve the stress of studies. A look back at one of the School's most storied traditions. Photo courtesy of Mike Rush (MBA 1972) When the game of rugby first came to Harvard Business... View Details
- 17 Feb 2010
- News
Harrah's CFO Plans a Recovery
- March 2021
- Case
Astralis Group: Determining a Brand Strategy
By: Benjamin C. Esty, Mette Fuglsang Hjortshoej and Emilie Billaud
After launching a Danish esports company in July 2019, and going public in December 2019 with multiple brands associated with different games, the Astralis leadership team was contemplating a shift to a single, corporate brand. While the original arguments for... View Details
Keywords: Brand Strategy; Esports; Video Games; Corporate Scope; Positioning; Ecosystem; Brands and Branding; Strategy; Business Ventures; Business Startups; Entrepreneurship; Ethics; Sports; Competitive Strategy; Value Creation; Diversification; Games, Gaming, and Gambling; Sports Industry; Entertainment and Recreation Industry; Denmark; Europe
Esty, Benjamin C., Mette Fuglsang Hjortshoej, and Emilie Billaud. "Astralis Group: Determining a Brand Strategy." Harvard Business School Case 721-382, March 2021.
- January 2009 (Revised March 2009)
- Case
A Chinese Start-up's Midlife Crisis: 99Sushe.com
By: William C. Kirby, F. Warren McFarlan and Tracy Manty
Now into their third year at the helm of an Internet start-up in China, Ken Pao and Bill Li were managing a totally different company (with a new name) from the one they first founded in 2006. Having changed their business model from a social networking site to an... View Details
Keywords: Business Growth and Maturation; Business Model; Games, Gaming, and Gambling; Entrepreneurship; Venture Capital; Investment Funds; Organizational Change and Adaptation; Entertainment and Recreation Industry; China
Kirby, William C., F. Warren McFarlan, and Tracy Manty. "A Chinese Start-up's Midlife Crisis: 99Sushe.com." Harvard Business School Case 309-060, January 2009. (Revised March 2009.)
- 02 Oct 2013
- What Do You Think?
Is Leadership an Increasingly Difficult Balancing Act?
McDonald of Procter & Gamble and the company's shift to more emphasis on digital media as an example, commented that "it is possible to allow experimentation trial and error without the CEO looking foolish because he or she does... View Details
Keywords: by James Heskett
- 28 Oct 2013
- Research & Ideas
Responsible Leadership in an Unforgiving World
making leadership both more difficult and more rewarding than it was a generation ago. If critical decisions in the last century were typified by an all-or-nothing gamble on a new big new factory or business arm, then decisions in this... View Details
Keywords: by Michael Blanding
- 09 Jul 2013
- Research & Ideas
Catching Up With Boards--Jay Lorsch
problems—be it a Hewlett-Packard or more recently Procter & Gamble and JC Penney—is the only alternative firing the CEO and starting over? A: You don't have to fire the CEO. A lot depends on establishing the right kind of working... View Details
Keywords: by Jim Aisner
- 13 Feb 2006
- Research & Ideas
Turning High Potential into Real Reward
into outdoor gear. He builds up a worldwide supply chain by recruiting people who want to gamble that there is a customer need not being met by polyester. NB: For prospective entrepreneurs, what are the key lessons to be learned here?... View Details
- January 2011 (Revised November 2014)
- Case
Mochi Media
By: Thomas R. Eisenmann and Amit Jain
In late 2009, the management of Mochi Media, a venture-backed startup, must decide how to invest scarce resources to achieve continued growth. Mochi has developed a three-sided platform, connecting Flash game developers, sites that aggregate these games, and... View Details
Keywords: Business Model; Business Startups; Games, Gaming, and Gambling; Entrepreneurship; Growth and Development Strategy; Network Effects; Multi-Sided Platforms; Partners and Partnerships; Competition
Eisenmann, Thomas R., and Amit Jain. "Mochi Media." Harvard Business School Case 811-056, January 2011. (Revised November 2014.)
- January 2004 (Revised October 2006)
- Case
Electronic Arts in Online Gaming
By: Thomas R. Eisenmann and Justin Wong
Electronic Arts (EA), the world's largest independent video-game publisher, must decide whether to support Microsoft's initiatives in online gaming. Historically, EA has been platform-agnostic, releasing versions of its titles for all major console platforms. However,... View Details
Keywords: Corporate Strategy; Digital Platforms; Network Effects; Policy; Customer Focus and Relationships; Games, Gaming, and Gambling; Revenue; Segmentation; Sales; Entertainment and Recreation Industry; Electronics Industry
Eisenmann, Thomas R., and Justin Wong. "Electronic Arts in Online Gaming." Harvard Business School Case 804-140, January 2004. (Revised October 2006.)
- 26 Feb 2001
- Research & Ideas
Evolving for Success [Part One]
to use the technology; but it's an elaborate and complex relationship, because these companies themselves also work much more closely together. It is more than Wal-Mart working with Procter & Gamble as a supplier. It's joint planning;... View Details
Keywords: by Staff
- 10 Apr 2018
- First Look
First Look at New Research, April 10, 2018
Harvard Business School Case 518-041 The ABN AMRO World Tennis Tournament Should the ABN AMRO World Tennis Tournament gamble most of its player budget on superstar player Rafael Nadal, even after the event’s previous two editions saw... View Details
Keywords: Sean Silverthorne
- 01 Oct 2000
- News
Books
his creation of multidivisional structures present a fascinating portrait of one of the century's most impressive business minds. Neil McElroy and D. Paul ("Doc") Smelser of Procter & Gamble introduced soap operas to radio and television... View Details
- 2005
- Chapter
Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development
Many managers and academics today view outdoor exercises as simply "fun and games." However, framed correctly, outdoor leadership activities provide a uniquely effective method for leadership development. They allow participants to access and explore the deeper... View Details
Keywords: Learning; Games, Gaming, and Gambling; Leadership Development; Personal Development and Career; Business and Stakeholder Relations; Groups and Teams; Behavior; Emotions; Personal Characteristics; Alignment
Petriglieri, Gianpiero, and Jack D. Wood. "Beyond 'Fun and Games': Outdoor Activities for Meaningful Leadership Development." In Mastering Executive Education: How to Combine Content with Context and Emotion, edited by Paul J. Strebel and Tracy Keys, 252–266. London: Financial Times Prentice Hall, 2005.
- 20 Jul 2009
- Research & Ideas
Markets or Communities? The Best Ways to Manage Outside Innovation
Gamble and IBM have learned to do this—others can learn as well. In a similar way there is concern about loss of secrecy. The reality in most industries is that most firms have a reasonably good idea about the core products, services, and... View Details