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Show Results For
-
All HBS Web
(1,613)
- People (10)
- News (397)
- Research (808)
- Events (5)
- Multimedia (14)
- Faculty Publications (452)
- Research Summary
Cultural Entrepreneurship and the Business of the Arts
By: Rohit Deshpande
A more recent research program focuses on creating and managing ventures connected with the arts and culture. This research extends the concept of Customer-Centricity into the context of Audience Engagement. This primarily case-based work explores how successful...
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- 09 Sep 2010
- News
Getting Big In The YouTube Age
- March 2018
- Supplement
Sandra Brown Goes Digital (C): Raising Quality in a Healthcare Company
By: Rosabeth Moss Kanter and Jonathan Cohen
Using digital and social media tools and lessons learned from prior change campaigns as a middle manager in a large biotech company, Sandra Brown continued in a new role in the quality division, engaging staff in a quality movement at the company. She had found a new...
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Keywords:
Digital;
Grassroots Movement;
Managing Change;
Career Path;
Stakeholder Engagement;
Engagement;
Health Care Industry;
Quality;
Leading Change;
Performance Improvement;
Personal Development and Career;
Social Media;
Health Industry
Kanter, Rosabeth Moss, and Jonathan Cohen. "Sandra Brown Goes Digital (C): Raising Quality in a Healthcare Company." Harvard Business School Supplement 318-084, March 2018.
- April 2013
- Teaching Note
Bluefin Labs: The Acquisition by Twitter
By: John Deighton and Leora Kornfeld
What is the value of Bluefin Labs's social listening data to Twitter? Acquired by Twitter in 2013, Bluefin had built a system that gathered millions of online comments in an effort to develop new metrics for TV programs and brand advertising. With data from Twitter and...
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- 02 Jun 2020
- News
Risking Authenticity in the Digital Age
- 13 Apr 2020
- News
4 things workers need from their companies right now
- July 2020
- Teaching Plan
Girls Who Code
By: Brian Trelstad and Amy Klopfenstein
This teaching plan serves as a supplement to HBS Case No. 320-055, “Girls Who Code.” Founded 2012 by former lawyer Reshma Saujani, Girls Who Code (GWC) offered coding education programs to middle- and high school-aged girls. The organization also sought to alter...
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Keywords:
Communication;
Communication Strategy;
Spoken Communication;
Interpersonal Communication;
Demographics;
Age;
Gender;
Education;
Curriculum and Courses;
Learning;
Middle School Education;
Secondary Education;
Leadership Style;
Leadership;
Social Enterprise;
Nonprofit Organizations;
Social Psychology;
Attitudes;
Behavior;
Cognition and Thinking;
Prejudice and Bias;
Power and Influence;
Identity;
Social and Collaborative Networks;
Motivation and Incentives;
Society;
Civil Society or Community;
Culture;
Public Opinion;
Social Issues;
Information Technology;
Applications and Software;
Education Industry;
Technology Industry;
North and Central America;
United States
- 05 Oct 2011
- News
Unhappy endings: Have people stopped eating ice cream?
- 27 Aug 2013
- First Look
First Look: August 27
and to sell media time. A second objective of the case is to understand the implications of social TV viewing, the audience engagement that results when people watch television with a smartphone or tablet in...
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Keywords:
Sean Silverthorne
- 08 Apr 2015
- HBS Seminar
Susan Athey, Stanford Graduate School of Business
- 28 Sep 2007
- Working Paper Summaries
Digital Interactivity: Unanticipated Consequences for Markets, Marketing, and Consumers
Keywords:
by John A. Deighton & Leora Kornfeld
- 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;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Asia;
China;
Canton (province, China)
- May 2017
- Case
Fresh to Table
By: Gautam Mukunda and Brooks C. Holtom
After the contentious firing of an office manager, the leadership at Fresh to Table, a software-as-a-service provider for luxury hotels and restaurants, make an unpleasant discovery. While reviewing the office manager's internal electronic communications, company...
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Keywords:
Behavior;
Resignation and Termination;
Organizational Culture;
Values and Beliefs;
Leadership
Mukunda, Gautam, and Brooks C. Holtom. "Fresh to Table." Harvard Business School Brief Case 917-541, May 2017.
- 26 Sep 2012
- News
140 Characters of Risk: Some CEOs Fear Twitter
- 26 Nov 2018
- HBS Seminar
Emily Truelove, MIT Sloan School of Management
- 16 Jan 2018
- News
Facebook, BlackRock, and the Case for Purpose-Driven Companies
- September 2022 (Revised November 2023)
- Case
Wordle
After sourdough bread, countertop chive gardens, and vaccine selfies came a pandemic-era trend that everyone seemed to be in on: one daily chance to guess a five-letter word and crow about your success on social media via little green and yellow squares. From a...
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- September 2019 (Revised February 2020)
- Teaching Note
Fishbowl: Scaling Up
By: Leslie K. John
Email mking@hbs.edu for a courtesy copy.
Teaching Note for HBS No. 919-013. Fishbowl is a social media app that allows professionals to connect with other relevant professionals both within their company and... View Details
Teaching Note for HBS No. 919-013. Fishbowl is a social media app that allows professionals to connect with other relevant professionals both within their company and... View Details
Keywords:
Communication Technologies;
Customer Value;
Value Chain;
Interpersonal Communication;
Talent and Talent Management;
Customer Value and Value Chain;
Entrepreneurship;
Business Model;
Growth and Development Strategy;
Marketing Strategy;
Advertising;
Product Marketing;
Digital Platforms;
Consumer Behavior;
Network Effects;
Emotions;
Motivation and Incentives;
Trust;
Applications and Software;
Technology Adoption;
Digital Platforms;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
Media and Broadcasting Industry;
United States
John, Leslie K. "Fishbowl: Scaling Up." Harvard Business School Teaching Note 920-022, September 2019. (Revised February 2020.) (Email mking@hbs.edu for a courtesy copy.)