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- 15 May 2012
- First Look
First Look: May 15
cooperation and coordination. Prior research has emphasized cooperation, and specifically the partners' commitment and alignment of interests, as the key determinant of collaborative success. Scholars have paid less attention to the critical role of coordination-the... View Details
Keywords: Carmen Nobel
- 05 Aug 2008
- First Look
First Look: August 5, 2008
to exit direct stockholding if their stock portfolios have performed well; but these relationships are much weaker for mutual funds, a pattern which is consistent with previous research on the disposition effect among direct stockholders... View Details
Keywords: Martha Lagace
- 25 Jun 2014
- Lessons from the Classroom
FIELD Trip: Conquering the Gap Between Knowing and Doing
To equip students to effectively work in and lead these teams, FIELD begins with a five-week foundations module, in which students undertake a series of workshops on communication, feedback and coaching, emotional intelligence, and team... View Details
- 04 Apr 2019
- Cold Call Podcast
Can Mark Zuckerberg Rebuild Trust in Facebook?
who did the invasion on behalf of Cambridge Analytica. And I just think that's wrong. I think if you’re a leader, you have to take responsibility for everything that happens. Kenny: What kind of effect is this having on other people at... View Details
Keywords: Re: Daniel Rabetti
- 10 Jan 2005
- Research & Ideas
Motivation and the Cross-Sector Alliance
Moving on to the specific drivers at play in our sample cases, we identified two powerful utilitarian motivations: risk-management and competitive advantage creation. Risk Management A common reason for engaging in cross-sector collaboration has been to make use of it... 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)
- 14 Jun 2004
- Research & Ideas
The Big Money for Big Projects
preventing managers from wasting or misallocating free cash flow and deters related parties, including host governments, from trying to appropriate it. But is this always effective in preventing such misappropriation? A: It is true that... View Details
- 10 Nov 2014
- HBS Case
How Restaurants in Lima and Copenhagen Became Best in the World
realm. The idea is this: There is a market logic, which has rational economic calculations, and an artistic logic where one is doing something for self-expression. So how do you blend those two worlds? Noma does it by charging a high View Details