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Show Results For
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All HBS Web
(624)
- People (5)
- News (218)
- Research (266)
- Events (3)
- Multimedia (11)
- Faculty Publications (152)
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- 10 Jun 2002
- Research & Ideas
Reinventing the Industrial Giant
digital powerhouse." Kodak's big dilemma is that while 80 percent of the company's revenue comes from traditional film products, that segment is growing at just 2 percent per year. One observer calls this "perhaps the most...
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- 29 May 2018
- First Look
New Research and Ideas, May 29, 2018
set to become the highest grossing film ever in the U.S. and earn over $2 billion worldwide. Frozen had just surpassed $1 billion in box office to become Disney animation’s biggest success ever. In live action movies, Disney franchises,...
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Keywords:
Dina Gerdeman
- 21 Dec 2010
- First Look
First Look: December 21
small Australian newspaper to a global media giant. It shows how he expanded geographically to Europe, the United States, and Asia and from newspapers to the film and television industries. The case identifies the personal role of Murdoch...
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- 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 scripts based on anonymous...
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Keywords:
Dina Gerdeman
- 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)
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