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Show Results For
- All HBS Web
(2,141)
- People (6)
- News (351)
- Research (1,434)
- Events (6)
- Multimedia (6)
- Faculty Publications (659)
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- 01 Mar 2004
- Lessons from the Classroom
Mission to Mars: It Really Is Rocket Science
design "programs" or sequences of projects over time in order that learning is maximized. Most past research on innovation has focused on the management of individual projects. As a result, we know a lot about topics such as determining the optimal team View Details
Keywords: by Sean Silverthorne
- 23 May 2017
- First Look
First Look at New Ideas and Research: May 23, 2017
sustainability issues, institutional and socially responsible investment fund ownership, and coverage from analysts with less firm-specific experience and lower portfolio complexity. Moreover, we find intra-industry information transfers... View Details
Keywords: Carmen Nobel
- 27 Sep 2010
- Research & Ideas
Customer Experts Lose Influence When Teams are Pressured
invested in analyzing and repairing the way the team draws on and uses everyone's contributions is well worth it. The team will produce more relevant, high-quality outcomes for the client, and all team members will feel more satisfied by... View Details
Keywords: by Sarah Jane Gilbert
- 25 Apr 2017
- First Look
First Look at New Research, April 25
President of Product Development and cofounder, closed on a $41 million investment round. Their firm was one of the hottest companies in the health information technology field. They provided core data warehouse technology to enable... View Details
Keywords: Sean Silverthorne
- 25 Jan 2011
- First Look
First Look: Jan. 25
excess returns on high yield and investment grade bonds are low and often significantly negative. The degree of predictability is large in both economic and statistical terms, with univariate R2 statistics as high as 30% at a 3-year... View Details
Keywords: Sean Silverthorne
- 21 Jun 2010
- Research & Ideas
Strategy and Execution for Emerging Markets
How can we profit from the structural reality of emerging markets by identifying opportunities to fill voids, serving as market intermediaries? For Khanna and Palepu, an emerging market is anyplace where buyers and sellers cannot easily... View Details
Keywords: by Martha Lagace
- 19 Feb 2019
- First Look
New Research and Ideas, February 19, 2019
long-term engagement and explore the impact of giving self-service consumers the option to interact with a person. Participants engaged in an online investing simulation who are made to feel anxious due to market downturns are less... 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)