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Show Results For
- All HBS Web
(5,385)
- People (32)
- News (1,977)
- Research (2,517)
- Events (20)
- Multimedia (90)
- Faculty Publications (922)
- 18 Feb 2013
- News
Has American innovation stalled?
- 27 Apr 2020
- News
Three Things Lockdowns Have Exposed About Working and Parenting
- Article
What Really Motivates Workers
By: Teresa M. Amabile and Steve J. Kramer
This essay appears in "The HBR List: Breakthrough Ideas for 2010," which is compiled by this journal in collaboration with the World Economic Forum. The ten problems and the innovative solutions are discussed in each essay. This particular essay describes research... View Details
Keywords: Problems and Challenges; Innovation and Invention; Research; Performance Improvement; Managerial Roles; Motivation and Incentives; Creativity
Amabile, Teresa M., and Steve J. Kramer. "What Really Motivates Workers." Harvard Business Review 88, nos. 1/2 (January–February 2010): 44–45. (#1 in Breakthrough Ideas for 2010.)
- 05 May 2021
- News
How Do You Embed a Sense of Purpose Into a Company?
- 14 Sep 2012
- Other Presentation
The New Competitive Advantage: Creating Shared Value
The ideas drawn from "Creating Shared Value" (Harvard Business Review, Jan 2011) and "Competing by Saving Lives" (FSG, 2012). View Details
Porter, Michael E. "The New Competitive Advantage: Creating Shared Value." Canada's Oil Sands Innovation Alliance, Calgary, AB, Canada, September 14, 2012.
- 9 Oct 2012
- Other Presentation
The New Competitive Advantage: Creating Shared Value
The ideas drawn from "Creating Shared Value" (Harvard Business Review, Jan 2011) and "Competing by Saving Lives" (FSG, 2012). View Details
Porter, Michael E. "The New Competitive Advantage: Creating Shared Value." Universidad de Monterrey, Nuevo León, Mexico, October 9, 2012.
- 5 Dec 2012
- Other Presentation
The New Competitive Advantage: Creating Shared Value
The ideas drawn from "Creating Shared Value" (Harvard Business Review, Jan 2011) and "Competing by Saving Lives" (FSG, 2012). View Details
Porter, Michael E. "The New Competitive Advantage: Creating Shared Value." Porter Prize Club, Tokyo, Japan, December 5, 2012.
- 24 Jun 2013
- Other Presentation
The Business Imperative for Shared Value
The ideas drawn from "Creating Shared Value" (Harvard Business Review, Jan 2011) and "Competing by Saving Lives" (FSG, 2012) View Details
Porter, Michael E. "The Business Imperative for Shared Value." Becton, Dickinson & Company, Boston, MA, United States, June 24, 2013.
- 16 Jan 2018
- News
New 'Hot-Desking' Trend Eliminates Personal Space In The Office
- 29 Nov 2004
- Research & Ideas
Caves, Clusters, and Weak Ties: The Six Degrees World of Inventors
Six degrees of separation seems to work well for B-list actors—but does it have anything to say about innovation and business? HBS associate professor Lee Fleming believes it does, and his work looks specifically at how ideas and... View Details
- Clubs
Conservative Club
- October 1992 (Revised May 1993)
- Background Note
Standard Costs and Variances
By: William J. Bruns Jr.
An introduction to standard costs and cost variances. Discussion, formulae, and examples introduce the idea of comparing actual costs to those that were expected. View Details
Bruns, William J., Jr. "Standard Costs and Variances." Harvard Business School Background Note 193-050, October 1992. (Revised May 1993.)
- 10 Oct 2017
- News
Radical Transparency Can Reduce Bias — but Only If It’s Done Right
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
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 service provider with several of the... 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 Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; 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; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; 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; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; 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)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 27 Mar 2014
- Video
Misconseptions about Closure
- 26 Aug 2024
- Research & Ideas
Can AI Match Human Ingenuity in Creative Problem-Solving?
When ChatGPT and other large language models began entering the mainstream two years ago, it quickly became apparent the technology could excel at certain business functions, yet it was less clear how well artificial intelligence could handle more creative tasks. Sure,... View Details
- 03 Feb 2011
- What Do You Think?
Are We Going “Back to the Future” In Researching Management?
Citing corporate scandals of the past ten years, Andrew MacLennan said that " in the last 10 years there has been a growing recognition of the need to balance great ideas with concern for execution " Debra Farquharson commented... View Details
Keywords: Re: James L. Heskett
- Research Summary
Overview
My current research focuses on the role of AI in shaping organizational knowledge production, learning, and innovation processes. I run field experiments to study early-stage idea generation and evaluation in entrepreneurial context. View Details
- 15 Mar 2017
- Blog Post
Tips on Holding Effective Company Recruiting Events
Hosting a company recruiting event is a great way to build brand awareness and engage with students. Based on student feedback, here are some ideas to consider when preparing to come to campus or hosting a virtual event. Invite Dynamic... View Details
Keywords: All Industries