Filter Results:
(628)
Show Results For
- All HBS Web
(723)
- News (33)
- Research (628)
- Events (2)
- Multimedia (3)
- Faculty Publications (355)
Show Results For
- All HBS Web
(723)
- News (33)
- Research (628)
- Events (2)
- Multimedia (3)
- Faculty Publications (355)
Sort by
- 28 Jul 2014
- Research & Ideas
Eyes Shut: The Consequences of Not Noticing
to get involved in a national consumer awareness campaign aimed at protecting consumers from gas can explosions. Elmburg felt he needed Walmart's cooperation because the gas cans produced by Blitz and sold... View Details
- 12 Oct 1999
- Research & Ideas
Bright Ideas: The Creative Power of Groups
of companies have participants role-play to gain a better sense of others' points of view or to sense how consumers would actually use new products. When Interval Research Corp. wanted its young designers to understand the physical... View Details
Keywords: by Laurie Joan Aron
- January 2015 (Revised July 2019)
- Case
CVS Health: Promoting Drug Adherence
Email mking@hbs.edu for a courtesy copy.
The case describes a program that CVS Health recently implemented to improve medication adherence, an important problem from a societal, public policy, and firm... View Details
The case describes a program that CVS Health recently implemented to improve medication adherence, an important problem from a societal, public policy, and firm... View Details
Keywords: Medication Adherence; Affordable Care Act (ACA); Marketing Strategy; Communication Strategy; Customer Value and Value Chain; Decisions; Health Care and Treatment; Goals and Objectives; Resource Allocation; Marketing Communications; Consumer Behavior; Measurement and Metrics; Service Delivery; Behavior; Motivation and Incentives; Social Issues; Information Technology; Value Creation; Health Industry; Pharmaceutical Industry; Insurance Industry; Public Relations Industry; Retail Industry; United States
John, Leslie, John Quelch, and Robert Huckman. "CVS Health: Promoting Drug Adherence." Harvard Business School Case 515-010, January 2015. (Revised July 2019.) (Email mking@hbs.edu for a courtesy copy.)
- July – August 2008
- Article
When Virtue Is a Vice
By: Anat Keinan and Ran Kivetz
Choosing duty over pleasure today can cause regret down the road—whereas regret over the reverse is fleeting. Marketers of luxury products and services should consider prompting customers to predict their future feelings about choices made now. View Details
Keywords: Decision Choices and Conditions; Forecasting and Prediction; Moral Sensibility; Marketing Strategy; Consumer Behavior; Emotions; Luxury
Keinan, Anat, and Ran Kivetz. "When Virtue Is a Vice." HBS Centennial Issue Harvard Business Review 86, nos. 7/8 (July–August 2008): 22.
- 02 Jan 2008
- Research & Ideas
Most Popular Stories 2007
psychologically painful as it is, is the first step to awareness of new opportunities in career and in life, says Harvard Business School's Timothy Butler. In this Q&A and excerpt from his new book, Getting Unstuck, he explains six... View Details
Keywords: by Sean Silverthorne
- 14 Feb 2017
- First Look
First Look at New Research: February 14
psychological scientists of the modern era. These readable essays highlight the most important contributions to theory and research in psychological science, show how the greatest View Details
Keywords: Sean Silverthorne
- 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)
- 05 May 2015
- First Look
First Look: May 5
causes considerable societal damage, as demonstrated by increasing empirical evidence. Drawing on recent research in moral psychology and behavioral ethics, I examine "moral flexibility," or the common ability to justify one's... View Details
Keywords: Carmen Nobel
- 10 Apr 2006
- Research & Ideas
American Auto’s Troubled Road
vehicles to America. Responding to that change and the subsequent surge in domestically produced Japanese nameplates "was not just a technological issue for American automakers, but a psychological one," Salter observes.... View Details
- 08 Jun 2021
- Research & Ideas
Tell Me What to Do: When Bad News Is a Big Relief
Barasz’s new paper, “Hoping for the Worst? A Paradoxical Preference for Bad News,” which recently appeared in the Journal of Consumer Research, documents this peculiar preference for worse-case scenarios in a variety of medical... View Details
Keywords: by Michael Blanding
- 22 Nov 2011
- First Look
First Look: November 22
psychology that accounts for behaviors inconsistent with ethical beliefs and describe how people reconcile their immoral actions with their ethical goals through the process of moral disengagement. We then examine how the mind selectively... View Details
Keywords: Sean Silverthorne
- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Applications and Software; Information Infrastructure; Valuation; Advertising Industry; Communications Industry; Entertainment and Recreation Industry; Information Industry; Information Technology Industry; Journalism and News Industry; Media and Broadcasting Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; United States; California; Sunnyvale; Russia
Wells, John R., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)
- 05 Sep 2012
- First Look
First Look: September 5
Motivation Authors:F. Gino and S. Wiltermuth Publication:Journal of Personality and Social Psychology (forthcoming) Abstract We propose that separating rewards into categories can increase motivation, even when those categories are... View Details
Keywords: Sean Silverthorne
- 06 Dec 2011
- First Look
First Look: Dec. 6
2011) Abstract In a vitally important relationship famously caricatured as the "Mad Mullahs" v. the "Great Satan," the fraught negotiating history and future of Iran and the United States demands historical, cultural, and View Details
Keywords: Sean Silverthorne
- 10 Nov 2008
- Research Event
Social Media Leads the Future of Technology
buying?" Tv And The Internet Pressure has been building for a merging of television and the Internet, said Intel's Eric Kim. Consumers now expect Internet service everywhere, with implications for entertainment and advertising. For... View Details
Keywords: by Martha Lagace
- June 2009
- Article
Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals
By: Katherine L. Milkman, Todd Rogers and Max H. Bazerman
We report on a field study demonstrating systematic differences between the preferences people anticipate they will have over a series of options in the future and their subsequent revealed preferences over those options. Using a novel panel data set, we analyze the... View Details
Keywords: Decision Choices and Conditions; Forecasting and Prediction; Film Entertainment; Demand and Consumers; Renting or Rental; Power and Influence; Prejudice and Bias; Online Technology; Motion Pictures and Video Industry
Milkman, Katherine L., Todd Rogers, and Max H. Bazerman. "Highbrow Films Gather Dust: Time-inconsistent Preferences and Online DVD Rentals." Management Science 55, no. 6 (June 2009): 1047–1059.
- 13 Nov 2007
- Research & Ideas
Six Steps for Reinvigorating America
solving." I think it is a new model for the future. We don't rely on government to do everything, so it's natural to define a new kind of capitalism that in the minds of consumers and the public will be motivated by something other... View Details
Keywords: by Sean Silverthorne
- 27 Dec 2010
- Research & Ideas
HBS Faculty on 2010’s Biggest Business Developments
innovations, or selling services—to step up and lead without a hierarchy. Consumer marketing companies are lining up to use these networks to reach their tailored demographics with highly personalized messages. Already they are... View Details
Keywords: by Staff
- 14 Aug 2007
- First Look
First Look: August 14, 2007
can increase use. We test this hypothesis in a field experiment in Zambia using door-to-door marketing of a home water purification solution. Our methodology separates the screening effect of prices (charging more changes the mix of buyers) from the View Details
Keywords: Martha Lagace
- 2011
- Working Paper
Quantity vs. Quality: Exclusion by Platforms with Network Effects
By: Andrei Hagiu
This paper provides a simple model of platforms with direct network effects, in which users value not just the quantity (i.e., number) of other users who join, but also their average quality in some dimension. A monopoly platform is more likely to exclude low-quality... View Details
Keywords: Multi-sided Platforms; Exclusion; Quality And Quantity; Cost; Governing Rules, Regulations, and Reforms; Network Effects; Market Participation; Digital Platforms; Monopoly; Quality; Motivation and Incentives; Strategy
Hagiu, Andrei. "Quantity vs. Quality: Exclusion by Platforms with Network Effects." Harvard Business School Working Paper, No. 11-125, May 2011.