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Show Results For
- All HBS Web
(496)
- People (1)
- News (81)
- Research (125)
- Events (2)
- Multimedia (10)
- Faculty Publications (51)
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Results
- 01 Jun 2022
- News
Blissful Thinking
experience In 2010, Neil Pasricha (MBA 2007) released The Book of Awesome, based on a blog where he had collected the tiny bright lights of life that he found during a particularly dark time. Since then, the former director of leadership... View Details
Keywords: Dan Morrell; illustration by Dan Winters
- 01 Sep 2009
- News
E Ink’s Wild Ride
handheld e-readers that can download and carry thousands of books, newspapers, and blogs in one device. E Ink will continue to be based in Cambridge. Wilcox views the injection of resources as essential to speeding up E Ink’s R&D process... View Details
- 01 Mar 2010
- News
Money Matters
rebate. While this practice is common in the financial services industry, it is illegal. iTrust hopes that, as a new generation financial services company, it can influence progress in the industry. In a blog post, Varma observes that it... View Details
- 14 Nov 2006
- First Look
First Look: November 14, 2006
companies with a particular level of change. Function IT encompasses technologies—such as spreadsheet and word-processing applications—that streamline individual tasks. Network IT includes capabilities like e-mail, instant messaging, and View Details
Keywords: Sean Silverthorne
- Web
Credential of Digital Innovation and Strategy | HBS Online
find answers to any questions you may have. We appreciate your understanding that HBS Online faculty and guest experts featured in our courses are not available to communicate with learners directly or participate in learner-organized events. However, you may visit the... View Details
- 14 Jan 2014
- First Look
First Look: January 14
the Venture Hacks blog as a resource for founders looking for funding prior to seeking venture capital. The list quickly evolved into AngelList, a separate matchmaking platform for founders and investors to make early stage fundraising... View Details
Keywords: Sean Silverthorne
- 06 Dec 2018
- News
Source Code
journal articles, blog posts, and podcasts. “The work is extremely exciting—we think it’s breakthrough—but it is very hard to figure out how to package it in a way that is digestible by normal people,” she says. “One of the examples I... View Details
- 28 Oct 2008
- First Look
First Look: October 28, 2008
members to help select winning designs. Threadless encouraged community members to actively participate by critiquing submitted designs, blogging about their daily lives, posting songs and videos inspired by the designs, and, most... View Details
Keywords: Martha Lagace
- 27 Sep 2011
- First Look
First Look: September 27
KironHarvard Business School Case 810-086 In February 2010, management of the Huffington Post, a fast-growing but not-yet-profitable Internet newspaper that aggregates blog posts from unpaid contributors and excerpts of stories originally... View Details
Keywords: Sean Silverthorne
- 17 Apr 2012
- First Look
First Look: April 17
content? The Times had several choices in designing the paywall, including determining the digital content, pricing, as well as how to interface with readers of secondary news websites like blogs that posted links to news articles. Should... View Details
Keywords: Carmen Nobel
- 12 Jul 2021
- News
Alumni Confront the COVID-19 Crisis
HBS classes during the morning hours, and then in the afternoon we were managing a volunteer organization that was experiencing surging demand,” Kapoor noted in an HBS “MBA Voices” blog post. “With all of the negative COVID-19 headlines,... View Details
- 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)
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