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- Faculty Publications (173)
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- All HBS Web (404)
- Faculty Publications (173)
- Web
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Name Term Quarter Credits Ownership (OWN): Define Success, Create Advantage, Build to Last, Engage Effectively Strategy Josh Baron Spring2025 Q3 1.5 ^ back to top P Area Faculty Name Term Quarter Credits Power and Influence Organizational...
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- 17 Apr 2012
- First Look
First Look: April 17
the revolution in finance in the 1960s and 1970s when the modern approaches to finance were coming into vogue. Consistent with Kuhn's (1996) Structure of Scientific Revolutions, the established profession and the established journals...
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Keywords:
Carmen Nobel
- Web
America on the Move - U.S. Competitiveness
could afford the cost. The jobs most open to the least-advantaged are by and large face-to-face service jobs, jobs that require them to get somewhere other than their neighborhoods, which often have low car ownership and lack other...
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- 01 Sep 2013
- News
Who Are We?
annual sales total $436 million—a number Birnbaum projects will climb to $1 billion by 2016. So how did the company get its fizz back? First, Birnbaum invested in product innovation, something the previous ownership hadn't touched in a...
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- 01 Dec 2012
- News
From Where We Stand
goal and understand the requirements, pitfalls, and potential routes involved. Seek a support structure and inspiration. Identify other groundbreaking achievers and understand their habits and skills. Connect with optimistic people who...
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- 28 Apr 2009
- First Look
First Look: April 28, 2009
media environment controlled by the Chinese government. At the same time, this case offers insights into the structure of the highly fragmented Chinese consumers market, exploring the socio-economic disparities in income and media access...
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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...
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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)
- 01 Oct 1996
- News
Lasting Impressions
have a career, and by the time I entered my freshman year of college I had decided to go to Wall Street." The HBS experience played a key role in shaping and focusing the early ambitions of these five classmates. "Educationally - that is, the thought process, methods...
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Keywords:
Deborah E. Blagg