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All HBS Web
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- News (77)
- Research (256)
- Multimedia (3)
- Faculty Publications (182)
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- 14 Dec 2010
- First Look
First Look: Dec. 14
increased during the 2007-2009 financial crisis. Diversification gave firms both financing and investment advantages. First, conglomerates became significantly more leveraged relative to comparable focused firms. Second, conglomerates'...
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Sean Silverthorne
- 05 Jan 2010
- First Look
First Look: January 5
persistent, and sometimes unexpected, impact on organizations' strategies. Cases & Course MaterialsAcciona and the Battle for Control of Endesa Belen Villalonga and Rachelle SilverbergHarvard Business School Case 210-029 Acciona,...
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Martha Lagace
- 21 Sep 2009
- Research & Ideas
Excessive Executive Pay: What’s the Solution?
crescendo last March when insurance conglomerate AIG, kept on life support with up to $183 billion in taxpayers' cash, dished out bonuses totaling $165 million to 400 employees in the London office whose derivatives trading nearly...
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by Roger Thompson
- 17 Dec 2013
- First Look
First Look: December 17
Publications August 2013 Harvard Business Review Press Can China Lead? Reaching the Limits of Power and Growth By: Abrami, Regina M., William C. Kirby, and F. Warren McFarlan Abstract—At the time of the American Revolution, China was...
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Carmen Nobel
- 08 Jun 2010
- First Look
First Look: June 8
PublicationsThe New Science of Retailing: How Analytics Are Transforming the Supply Chain and Improving Performance Authors:Marshall Fisher and Ananth Raman Publication:Harvard Business School Press, 2010 Abstract Retailers today are...
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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)
- 11 Mar 2014
- First Look
First Look: March 11
might consider to protect themselves ex-ante or fight the outcome ex-post. Purchase this case: http://hbr.org/product/viva-macau-a/an/714024-PDF-ENG Harvard Business School Case 114-060 Mara Group Mara Group is a rapidly growing...
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Keywords:
Sean Silverthorne
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