Filter Results
:
(284)
Show Results For
-
All HBS Web
(441)
- People (1)
- News (112)
- Research (284)
- Multimedia (1)
- Faculty Publications (191)
Show Results For
-
All HBS Web
(441)
- People (1)
- News (112)
- Research (284)
- Multimedia (1)
- Faculty Publications (191)
Sort by
- 20 Jul 2009
- Research & Ideas
Markets or Communities? The Best Ways to Manage Outside Innovation
Gamble and IBM have learned to do this—others can learn as well. In a similar way there is concern about loss of secrecy. The reality in most industries is that most firms have a reasonably good idea about the core products, services, and...
View Details
- 30 Oct 2005
- Research & Ideas
Tuning Jobs to Fit Your Company
external markets. In many companies, widening the span of influence counteracts the rigidity of organizational structures based on boxes and silos. For example, although global companies like Procter & Gamble need to be responsive to...
View Details
Keywords:
by Robert Simons
- September 2010
- Teaching Note
A Chinese Start-up's Midlife Crisis: 99Sushe.com (TN)
Teaching Note for 309060.
View Details
- 23 May 2017
- First Look
First Look at New Ideas and Research: May 23, 2017
points. Pseudo-set framing changes gambling choices (Study 1), effort (Studies 2 and 3), giving behavior (Field Data and Study 4), and purchase decisions (Study 5). These effects persist in the absence of any reward, when a cost must be...
View Details
Keywords:
Carmen Nobel
- 14 Jun 2011
- First Look
First Look: June 14
Microsoft and Procter & Gamble each discovered. Read the article: http://hbr.org/2011/06/the-globe-segmenting-the-base-of-the-pyramid/ar/1 The Ambidextrous CEO Authors:Michael L. Tushman, Wendy K. Smith, and Andy Binns...
View Details
Keywords:
Sean Silverthorne
- 12 Oct 1999
- Research & Ideas
Spirit at Work: The Search for Deeper Meaning in the Workplace
conductor of the Boston Philharmonic Orchestra, has used music and singing to help staffers think in unconventional ways. Poet David Whyte brings poetry to corporations such as Merck and Procter & Gamble to stir creativity by helping...
View Details
Keywords:
by Marguerite Rigoglioso
- 10 Apr 2018
- First Look
First Look at New Research, April 10, 2018
Harvard Business School Case 518-041 The ABN AMRO World Tennis Tournament Should the ABN AMRO World Tennis Tournament gamble most of its player budget on superstar player Rafael Nadal, even after the event’s previous two editions saw...
View Details
Keywords:
Sean Silverthorne
- 22 Mar 2011
- First Look
First Look: March 22
to create substantial wealth for the company's shareholders would be lost. As it was, the company's founder and CEO had already gambled by investing in enough production capacity for acceptance in the niche beverage market-before a market...
View Details
Keywords:
Sean Silverthorne
- 15 Dec 2009
- First Look
First Look: Dec. 15, 2009
on its way to the successful creation of an entirely new business segment. Purchase this case: http://cb.hbsp.harvard.edu/cb/product/410052-PDF-ENG Gillette Company (E): Procter & Gamble Rosabeth Moss Kanter and Matthew BirdHarvard...
View Details
Keywords:
Martha Lagace
- September 1999
- Case
Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)
By: Stefan H. Thomke and Andrew Robertson
Focuses on the ongoing competitive battles in the global home video game market that is estimated to exceed $15 billion by 1999 in the United States and Japan alone. Describes how Sega Enterprises has redesigned its development processes to create a revolutionary...
View Details
Keywords:
Games, Gaming, and Gambling;
Competitive Strategy;
Technological Innovation;
Growth and Development Strategy;
Partners and Partnerships;
Product Development;
Business Growth and Maturation;
Market Entry and Exit;
Sales;
Entertainment and Recreation Industry;
Computer Industry
Thomke, Stefan H., and Andrew Robertson. "Project Dreamcast: Serious Play at Sega Enterprises Ltd. (A)." Harvard Business School Case 600-028, September 1999.
- August 2014 (Revised August 2015)
- Supplement
Opening the Valve: From Software to Hardware (B)
By: Ethan Bernstein, Francesca Gino and Bradley Staats
Valve, one of the world's top video game software companies, has also become an iconic example of an organization with virtually no hierarchy. A 400-person organization, Valve's unique organizational form (described in detail in the case and accompanying employee...
View Details
Keywords:
Valve;
Self-Managed Organizations;
Organization Design;
Strategy;
Flat Organization;
Video Games;
Organization Alignment;
Family Business;
Steam;
Steam Machine;
Design;
Games, Gaming, and Gambling;
Human Resources;
Collaborative Innovation and Invention;
Technological Innovation;
Leadership Style;
Management Practices and Processes;
Organizational Design;
Organizational Structure;
Organizational Culture;
Organizational Change and Adaptation;
Groups and Teams;
Alignment;
Software;
Hardware;
Video Game Industry;
Seattle
Bernstein, Ethan, Francesca Gino, and Bradley Staats. "Opening the Valve: From Software to Hardware (B)." Harvard Business School Supplement 415-016, August 2014. (Revised August 2015.)
- 08 Jan 2020
- Research & Ideas
NFL Head Coaches Are Getting Younger. What Can Organizations Learn?
team is choosing to gamble on unproven youngsters. After all, 66-year old Bruce Arians was just hired by Tampa Bay, while Denver is giving Vic Fangio, 60, his first shot as a head coach after 32 seasons of experience as an assistant...
View Details
- 22 Jun 2021
- Research & Ideas
The COVID-19 Mutiny: When Teams Leave and Take Their Clients
companies, lift outs represent a gamble on credibility, portability of performance, and human capital. Such moves may destroy relationships—with former colleagues, clients, and vendors—and impair the employees’ effectiveness for years to...
View Details
- 08 Dec 2015
- First Look
December 8, 2015
Procter & Gamble (P&G) announced headline double-digit earnings per share growth for the year ended June 30. A closer look at the numbers suggested a less healthy picture. Sales, volumes, and operating profits were down. Investors...
View Details
Keywords:
Sean Silverthorne
- 05 Nov 2013
- First Look
First Look: November 5
"last-place averse." Participants choose gambles with the potential to move them out of last place that they reject when randomly placed in other parts of the distribution. In modified-dictator games, participants randomly...
View Details
Keywords:
Sean Silverthorne
- 17 Apr 2007
- First Look
First Look: April 17, 2007
P&G Harvard Business School Case 706-435 In 2000, Procter & Gamble Co. introduced Crest Whitestrips, a new, revolutionary product that allowed consumers to whiten their teeth at home. With Whitestrips, P&G created an entire...
View Details
Keywords:
Martha Lagace
- 06 Mar 2007
- First Look
First Look: March 6, 2007
negotiations in the 1980s that led to a significant and growing partnership between Procter & Gamble (P&G) and Wal-Mart. From the perspective of Lou Pritchett, P&G's Vice President of Sales and Customer Development, the...
View Details
Keywords:
Martha Lagace
- 03 Mar 2008
- First Look
First Look: March 4, 2008
faced a tough decision: should they pass the bill and gamble with the untried insurance fund, or should they go seek a more traditional solution to the state's banking woes? Purchase this case:...
View Details
Keywords:
Martha Lagace
- 03 Mar 2009
- First Look
First Look: March 3, 2009
gambling that caused rice prices to rise. However, when the price of rice fell to record lows in the late 1720s, the samurai (whose income was tied to the value of rice) saw their economic position fall relative to the merchant class,...
View Details
Keywords:
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...
View Details
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)