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- Faculty Publications (48)
Show Results For
-
All HBS Web
(265)
- People (3)
- News (84)
- Research (130)
- Events (1)
- Multimedia (2)
- Faculty Publications (48)
- 01 Dec 2004
- News
Retirement's Changing Face
proposal to analyze the wreck and film a documentary at the site has been awaiting a decision from a High Court judge in Ireland for the past year. In June, Bemis made an unofficial visit to the wreck, training for the record-setting...
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Personal Services
- 12 Feb 2019
- First Look
New Research and Ideas, February 12, 2019
experts in the selection and development of early-stage ideas. Our context is the movie industry, in which customer appeal is difficult to predict and investment costs are high. The Black List, an annual publication, ranks unproduced...
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Dina Gerdeman
- 26 Mar 2013
- First Look
First Look: March 26
through its development bank (BNDES), we find a positive effect of those stakes on firms' return on assets and on the capital expenditures of financially constrained firms with investment opportunities. However, these positive effects are...
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Sean Silverthorne
- 24 Jun 2002
- Research & Ideas
Building ’Brandtopias’—How Top Brands Tap into Society
place for the brand in the emerging counterculture, developing a "slacker allegory." Holt also described the transformation of American ideology in the early '90s. The country idolized extraordinary athletes like Michael Jordan...
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by Martha Lagace
- 13 Feb 2020
- News
Not Throwing Away My Shot
didn’t have a few months prior. One had lost her star software developer to a rival. This, Schultz thought, was the perfect framing: Take all of the historical entrepreneurs he was focusing on for his book and put them in a bar. Let them...
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- 01 Dec 1996
- News
An Entrepreneurial Journey
that also housed a hamburger stand. It was 100 square feet and featured a single copier, an offset press, film processing, and a small selection of stationery and school supplies. "I essentially had a concept that would work on any...
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- Web
Print View - Course Catalog
Q1 1.5 The Arts of Communication General Management Candace Bertotti Spring2025 Q3 1.5 Authentic Leader Development Organizational Behavior Thomas J. DeLong,Monique Burns Thompson Fall2024 Q1Q2 3.0 Authentic Leader View Details
- 08 Sep 2016
- News
How We Make It Work
1999), program manager, Strategic Decisions Group Diane and Peter Escher (both MBA 2009) Children: Hazel (4); Josh (2) Diane and Peter both work for startups in downtown Seattle, commuting to different floors of the same building. Diane is business View Details
- 09 Sep 2016
- News
MaiTai Global and Kiteboarding
people have heard the word, bitcoin than blockchain. And bitcoin-- I think-- most people will recognize as a digital currency. And let me take a break here, to say, it's like being able to email someone money and if you look at the View Details
- November 2017
- Teaching Note
Reinventing Best Buy
By: John R. Wells and Gabriel Ellsworth
Teaching Note for HBS No. 716-455.
On March 1, 2017, Best Buy Company, Inc., North America’s largest retailer of consumer electronics and appliances, announced a third year of comparable-store sales increases and a 20.8% increase in domestic comparable online sales....
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Keywords:
Best Buy;
Hubert Joly;
Renew Blue;
Showrooming;
Webrooming;
E-commerce;
E-Commerce Strategy;
Online Retail;
Multichannel Retailing;
Omnichannel;
Marketplaces;
Turnaround;
Consumer Electronics;
Consumer Electronics Accessories;
Appliances;
Stores-within-stores;
Store Experience;
Store Size;
Store Pickup;
Store Management;
Delivery;
Delivery Models;
Amazon;
Amazon.com;
Pricing Strategy;
Business Subsidiaries;
Business Units;
Business Growth and Maturation;
Business Model;
For-Profit Firms;
Customer Focus and Relationships;
Customer Satisfaction;
Entertainment;
Film Entertainment;
Games, Gaming, and Gambling;
Music Entertainment;
Television Entertainment;
Theater Entertainment;
Price;
Profit;
Revenue;
Geographic Scope;
Multinational Firms and Management;
Business History;
Cost;
Selection and Staffing;
Reports;
Technological Innovation;
Job Cuts and Outsourcing;
Human Capital;
Leading Change;
Business or Company Management;
Goals and Objectives;
Growth and Development;
Growth and Development Strategy;
Management Teams;
Brands and Branding;
Product Marketing;
Consumer Behavior;
Demand and Consumers;
Media;
Distribution;
Order Taking and Fulfillment;
Distribution Channels;
Infrastructure;
Product;
Service Delivery;
Service Operations;
Organizational Change and Adaptation;
Public Ownership;
Problems and Challenges;
Programs;
Groups and Teams;
Sales;
Salesforce Management;
Strategy;
Adaptation;
Business Strategy;
Competition;
Competitive Advantage;
Competitive Strategy;
Corporate Strategy;
Expansion;
Technology;
Hardware;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Search Technology;
Software;
Web;
Web Sites;
Wireless Technology;
Resource Allocation;
Computer Industry;
Electronics Industry;
Entertainment and Recreation Industry;
Information Technology Industry;
Retail Industry;
Service Industry;
Technology Industry;
Telecommunications Industry;
Video Game Industry;
United States;
Minnesota;
Minneapolis;
Saint Paul;
St. Paul
- Web
Podcast - Managing the Future of Work
you think would know enough to help you shape this solution to this rather ill-defined and not very widely understood problem?Saujani: Now, I’d gotten my master’s at the Kennedy School, so I had known how to develop basically almost like...
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- 01 Jun 1996
- News
Keepers of the Flame
fast-forwarded on videotape," says Frazier. "Once established, the organization embarks on an evolutionary development process where management responsibilities frequently change. In part because of its short-term and pressure-packed...
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Keywords:
Garry Emmons
- 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)