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Show Results For
-
All HBS Web
(1,154)
- News (60)
- Research (1,027)
- Multimedia (1)
- Faculty Publications (566)
- 29 Sep 2009
- First Look
First Look: September 29
technique increases support for bills that have both costs and benefits. We also demonstrate that this effect is due to changes in the psychology of decision making, rather than voters' willingness to compromise and support a bill they...
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Keywords:
Martha Lagace
- March 2022
- Case
The Future of Start-Up Chile
By: Prithwiraj Choudhury, Ruth Costas and Pedro Levindo
In 2021, public accelerator program Start-Up Chile, which ten years earlier had created a global buzz, might be losing its competitive edge to similar programs or one-year visas for digital nomads offered by other countries. The case follows SUP’s CEO, Angeles Romo, as...
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Keywords:
Entrepreneurship;
Cultural Entrepreneurship;
Social Entrepreneurship;
Disruptive Innovation;
Innovation Leadership;
Disruption;
Knowledge Dissemination;
Knowledge Sharing;
Business Education;
Emerging Markets;
Cross-Cultural and Cross-Border Issues;
Global Strategy;
Globalized Economies and Regions;
Globalized Markets and Industries;
Government Administration;
Recruitment;
Job Design and Levels;
Human Capital;
Leading Change;
Business and Government Relations;
Groups and Teams;
Networks;
Social and Collaborative Networks;
Public Administration Industry;
Latin America;
Chile
Choudhury, Prithwiraj, Ruth Costas, and Pedro Levindo. "The Future of Start-Up Chile." Harvard Business School Case 622-080, March 2022.
- 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)
- 15 Jul 2008
- First Look
First Look: July 15, 2008
relentless execution—efficient, timely, consistent production and delivery of goods or services—is the surefire path to customer satisfaction and positive financial results. But this is a myth in the knowledge economy, argues Edmondson, a...
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Keywords:
Martha Lagace
- Web
Print View - Course Catalog
Organizational Behavior Lakshmi Ramarajan Spring2025 Q3Q4 3.0 Power and Influence for Positive Impact Organizational Behavior Julie Battilana,Deborah Winshel Fall2024 Q1 1.5 The Power of DEI: Harnessing Talent and Opportunity for Enduring...
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