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Show Results For
- All HBS Web
(1,742)
- People (4)
- News (343)
- Research (1,087)
- Events (3)
- Multimedia (9)
- Faculty Publications (702)
- August 2008 (Revised April 2012)
- Supplement
Real Property Negotiation Game (B): Seller, Las Vegas Pines
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. The seller case, Las... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (B): Seller, Las Vegas Pines." Harvard Business School Supplement 209-037, August 2008. (Revised April 2012.)
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game (A): Buyer Case, Celia Hernandez
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the buyer case... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Buyer Case, Celia Hernandez." Harvard Business School Case 209-034, August 2008. (Revised April 2012.)
- July 2012
- Supplement
Generation Investment Management, Video
By: Sandra J. Sucher
Examines the Investment process of Generation Investment Management, a "sustainable" investing firm established in 2004 by David Blood and U.S. Vice President Al Gore. Places students in the position of David Lowish, director of global industrials, who must decide... View Details
Keywords: Leadership And Managing People; Accountability; Investment Management; Social Issues; Investment; Corporate Accountability; Ethics; Development Economics; Natural Environment; Financial Services Industry; Financial Services Industry
Sucher, Sandra J. "Generation Investment Management, Video." Harvard Business School Video Supplement 612-704, July 2012.
- July 1998
- Supplement
IBM: Reinventing Education, Video
Kanter, Rosabeth M. "IBM: Reinventing Education, Video." Harvard Business School Video Supplement 399-502, July 1998.
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game : Lender Case, Porus Bank
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the lender case... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game : Lender Case, Porus Bank." Harvard Business School Case 209-031, August 2008. (Revised April 2012.)
- August 2014
- Case
Opening the Valve: From Software to Hardware (A)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee... View Details
Keywords: Valve; Self-Managed Organizations; Organization Design; Strategy; Flat Organization; Video Games; Organization Alignment; Family Business; Steam; Steam Machine; Design; Games, Gaming, and Gambling; Human Resources; Collaborative Innovation and Invention; Technological Innovation; Leadership Style; Management Practices and Processes; Organizational Design; Organizational Structure; Organizational Culture; Organizational Change and Adaptation; Groups and Teams; Alignment; Software; Hardware; Video Game Industry; Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (A)." Harvard Business School Case 415-015, August 2014.
- 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; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Communications Industry; Asia; China; Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- August 2008 (Revised April 2012)
- Case
Real Property Negotiation Game (A): Seller Case, Raleigh Commons
By: Arthur I Segel and John H. Vogel, Jr.
The Real Property Negotiation Game simulates the experience negotiating the sale, purchase, or financing of a property. The class competes as either a lender, buyer, or one of two groups of sellers, Raleigh, North Carolina and Las Vegas, Nevada. This is the seller... View Details
Segel, Arthur I., and John H. Vogel, Jr. "Real Property Negotiation Game (A): Seller Case, Raleigh Commons." Harvard Business School Case 209-039, August 2008. (Revised April 2012.)
- May 1988
- Supplement
Conex do Brasil, Video
Bartlett, Christopher A. "Conex do Brasil, Video." Harvard Business School Video Supplement 888-522, May 1988.
- 01 Nov 2021
- Blog Post
Ace Your Phone or Video Interview
Congratulations! You have landed the interview. Now it’s time to prepare to tell your story and make a great impression. In addition to conducting company and industry research and practicing your responses, you also want to be ready for... View Details
- April 1999 (Revised August 2004)
- Case
Tarnished Rings? Olympic Games Sponsorship Issues
By: John A. Clendenin and Stephen A. Greyser
Focuses on the impacts for Olympic sponsor companies of the bribery allegations related to the Salt Lake City Olympic Committee's successful bid for the 2002 Winter Games. The spread of the scandal to the International Olympic Committee board members and the recent... View Details
Keywords: Crime and Corruption; Crisis Management; Marketing Channels; Consumer Behavior; Value Creation; Sports Industry
Clendenin, John A., and Stephen A. Greyser. "Tarnished Rings? Olympic Games Sponsorship Issues." Harvard Business School Case 599-107, April 1999. (Revised August 2004.)
- October 2006 (Revised September 2007)
- Teaching Note
Electronic Arts in Online Gaming (TN)
- June 2013
- Supplement
Studio Moderna - Sandi Cesko, CEO, Video Supplement
By: Jim Sharpe
This is the Video Supplement for Studio Moderna - A Venture in Eastern Europe (HBS Case #808110). View Details
Keywords: Entrepreneurial Management; Entrepreneurial Marketing; Entrepreneurial Organizations; International Entrepreneurship; International Expansion; Consumer Marketing; Consumer Goods; Innovation; Leadership; Organizational Structure; Advertising; Internet; Marketing; General Management; Growth; Organizational Development; Television; Entrepreneurship; Geographic Location; Globalization; Cross-Cultural and Cross-Border Issues; Digital Marketing; Business Startups; Marketing Channels; Media; Consumer Products Industry; Consumer Products Industry; Consumer Products Industry; Slovenia; Slovakia; Croatia; Macedonia; Bulgaria; Serbia and Montenegro; Poland; Hungary; Bosnia and Hercegovina; Czech Republic; Lithuania; Estonia; Albania; Romania; Central Asia
Sharpe, Jim. "Studio Moderna - Sandi Cesko, CEO, Video Supplement ." Harvard Business School Video Supplement 813-716, June 2013.
- February 2004 (Revised November 2004)
- Case
Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo
Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest... View Details
Keywords: Technology; Value Creation; Change Management; Marketing Strategy; Competitive Advantage; Video Game Industry
Coughlan, Peter J. "Golden Age of Home Video Games, The: From the Reign of Atari to the Rise of Nintendo." Harvard Business School Case 704-487, February 2004. (Revised November 2004.)
- July 2011
- Teaching Note
Game Time Decision for AppDirect (TN)
By: Andrei Hagiu, Laura Arjona and Emily Zhang
Teaching Note for 712-410. View Details
Keywords: Information Technology Industry
- May 2003
- Supplement
ZARA: Fast Fashion Video
Presents roundtable discussions and vignettes introducing the company and providing an inside view of the four stages of ZARA's business system, including design, sourcing and manufacturing, distribution, and retailing. View Details
Ghemawat, Pankaj. "ZARA: Fast Fashion Video." Harvard Business School Video Supplement 703-901, May 2003.
- November 1989
- Supplement
Jan Carlzon, SAS, Video
By: John P. Kotter
Presents Jan Carlzon, Scandinavian Airline's (SAS) CEO, answering questions from executives in February of 1989. View Details
Kotter, John P. "Jan Carlzon, SAS, Video." Harvard Business School Video Supplement 890-512, November 1989.
- April 2007
- Case
Leadership Forum: Building Great Careers - Video
By: D. Quinn Mills and Carole Winkler
Leadership: Can I learn it, how do I do it, and how can I use it to advance my career? How is today's world different from the one our teachers entered years ago, and how does that affect me? The two videos on this DVD address these and other questions typically asked... View Details
Keywords: Personal Development and Career; Work-Life Balance; Leadership Development; Talent and Talent Management; Leadership Style; Knowledge Dissemination; Teaching; Executive Education; Decision Choices and Conditions; Management Style; Education Industry
Mills, D. Quinn, and Carole Winkler. "Leadership Forum: Building Great Careers - Video." Harvard Business School Multimedia/Video Case 307-708, April 2007.
- August 2020
- Case
Zoom Video Communications: Eric Yuan's Leadership During COVID-19
In the first half of 2020, worldwide lockdowns caused by the COVID-19 pandemic brought explosive growth to the Zoom Video Communications platform, as people replaced in-person work and social events with videoconferencing. Months into the pandemic, CEO Eric Yuan... View Details
Keywords: Transformation; Communication Technology; Customer Value and Value Chain; Values and Beliefs; Technological Innovation; Leadership; Crisis Management; Organizational Culture; Working Conditions; Strategy; Information Technology; Applications and Software; Technology Adoption; Health Pandemics; Technology Industry; United States; California
Kominers, Scott Duke, Christopher Stanton, Andy Wu, and George Gonzalez. "Zoom Video Communications: Eric Yuan's Leadership During COVID-19." Harvard Business School Case 821-014, August 2020.