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Show Results For
- All HBS Web
(3,552)
- People (10)
- News (870)
- Research (1,723)
- Events (28)
- Multimedia (44)
- Faculty Publications (1,171)
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- 14 Oct 2002
- Research & Ideas
The Widening Rift Between Corporations and Society
encourages voice and is guided by voice. Deep support listens and offers connection. It offers a collaborative relationship defined by advocacy. It is founded on trust, reciprocity, authenticity, intimacy, and absolute reliability. Deep... View Details
Keywords: by Martha Lagace
- 22 Jun 2021
- Research & Ideas
The COVID-19 Mutiny: When Teams Leave and Take Their Clients
the team. Have key technical skills so you can advise the team. Collaborate across the company. And finally, be a strong decision maker. Plant the greener pastures. Ensure that high-revenue employees have options within the company for... View Details
- 12 Oct 2011
- First Look
First Look: October 12
Reporting Authors:Karthik Ramanna Abstract In January 2013, Harvard Business School, in collaboration with the Journal of Accounting & Economics, will host a conference on research in corporate accountability reporting to address the... View Details
Keywords: Sean Silverthorne
- 09 Nov 2010
- First Look
First Look: November 9, 2010
participants access to the principles underlying the Ontological Leadership Course. 2. Empower and enable participants to expand their capacity to effectively deliver the Ontological Leadership Course. 3. Provide participants the opportunity to ongoingly View Details
Keywords: Sean Silverthorne
- 11 Dec 2007
- First Look
First Look: December 11, 2007
eight major North American and European financial services companies as well as an international internet survey in collaboration with journals and organizations. The present paper gives an overview of the initial findings of 61... View Details
Keywords: Martha Lagace
- July 2024
- Case
Wizards of the Coast and Magic: The Rebounding
By: Boris Groysberg and Tom Quinn
This case traces the history and growth of the Magic: The Gathering trading card game. From its development in 1993 by tiny studio Wizards of the Coast, to Wizards’ acquisition by toy giant Hasbro in 1999, to its evolution into a billion-dollar brand in 2023,... View Details
Keywords: Business Growth and Maturation; Change Management; Transformation; Cost vs Benefits; Business Cycles; Games, Gaming, and Gambling; Global Strategy; Growth and Development; Selection and Staffing; Collaborative Innovation and Invention; Innovation Leadership; Intellectual Property; Job Design and Levels; Knowledge Use and Leverage; Leading Change; Growth and Development Strategy; Growth Management; Management Succession; Risk Management; Brands and Branding; Product Positioning; Organizational Change and Adaptation; Competitive Strategy; Competitive Advantage; Expansion; Mergers and Acquisitions; Product Development; Entertainment and Recreation Industry; United States; Washington (state, US); Seattle; Japan
Groysberg, Boris, and Tom Quinn. "Wizards of the Coast and Magic: The Rebounding." Harvard Business School Case 424-047, July 2024.
- 15 Sep 2011
- Research & Ideas
High Ambition Leadership
dramatically reducing preventable blindness worldwide. United Stationers, not in our sample but a higher-ambition company, has been able to use higher purpose to do good: Employees want to help others through community projects they define and work on together. And by... View Details
Keywords: by Martha Lagace
- 09 Apr 2019
- First Look
New Research and Ideas, April 9, 2019
integrated reporting, and establishing collaborations with other asset owners to drive systems level change. He was convinced that the only way to meet his responsibilities to his beneficiaries was to improve the performance of the entire... View Details
Keywords: Dina Gerdeman
- 05 Mar 2019
- First Look
New Research and Ideas, March 5, 2019
company. Digitizing Disclosure: The Case of Restaurant Hygiene Scores By: Dai, Weijia (Daisy), and Michael Luca Abstract— Collaborating with Yelp and the city of San Francisco, we revisit a canonical example of quality disclosure by... View Details
Keywords: Dina Gerdeman
- 29 Apr 2014
- First Look
First Look: April 29
taking drastic steps, including collaborating to change students' test answers while intimidating colleagues who threatened to expose the deception. As Atlanta students' (fabricated) test scores soared, leaders in business and politics... View Details
Keywords: Sean Silverthorne
- 24 Oct 2017
- Research & Ideas
Tax Reform is on the Front Burner Again. Here’s Why You Should Care
drafted inside the executive branch, and they reflected the executive branch's wishes at the time. They weren't incredibly consultive with Democrats. Having said that, the overall approach was much more collaborative than what we see... View Details
Keywords: by Sean Silverthorne
- 28 Aug 2012
- First Look
First Look: August 28
empirical facts. Signals across Multiple Networks: How Venture Capital and Alliance Networks Affect Interorganizational Collaboration Authors: Umit Ozmel, Ranjay Gulati, and Jeffrey J. Reuer Publication: Academy of Management Journal... View Details
Keywords: Sean Silverthorne
- 26 Feb 2008
- First Look
First Look: February 26, 2008
from their own social networks. Some of these projects are selected and actively supported by senior executives; this support sends clear signals about what collaboration is valued by the firm, which gives other actors powerful, albeit... View Details
Keywords: Martha Lagace
- 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)