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Show Results For
- All HBS Web
(1,091)
- People (1)
- News (166)
- Research (804)
- Events (10)
- Multimedia (5)
- Faculty Publications (564)
- Web
1.11 Leaves of Absence | MBA
the student has refused to cooperate with efforts by Harvard University Health Services or other clinicians to determine the cause of the behavior. The student is not cleared to return to enrollment and/or residence at the Harvard... View Details
- 20 Feb 2008
- First Look
First Look: February 20, 2008
attention to the question of when to mix qualitative and quantitative data in a single research paper. We discuss implications of the framework for educating new field researchers. Cooperation and Equity in the River Sharing Problem... View Details
Keywords: Martha Lagace
- 01 Sep 2017
- News
City of Dreams
Mawilmada helped secure a $1.25 billion investment for the line from the Japan International Cooperation Agency, with two other 25-kilometer corridors prepped for public-private partnership funding. Buses are another piece of the puzzle,... View Details
- 01 Dec 2001
- News
September 11: A Community Reflects
sent support. "In cooperation with the American embassy in Kuwait, we opened a new charity account to receive donations from those who believe in the power of altruism and contribution." Kamran Kashani (DBA '74), from Lausanne,... View Details
Keywords: Susan Young;Deborah Blagg
- Web
Print View - Course Catalog
technology businesses are tactical in nature: how and when do firms cooperate and compete with firms within their industry? How can small firms use their larger competitors’ size to their own advantage (judo strategy)? When and how can... 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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Media
Media
This lists media reports covering my firm dollarDEX Investments or me (or my colleagues), or columns written by me (or my colleagues). There are all... View Details