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- Faculty Publications (123)
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- 10 Apr 2018
- First Look
First Look at New Research, April 10, 2018
Switzerland of Latin America.” Inspired by populist revolts against the status quo observable worldwide, Novick hoped he could ride popular momentum to break the political monopoly of the traditional parties and return the country to its...
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Sean Silverthorne
- 03 Oct 2017
- First Look
First Look at Research and Ideas, October 3, 2017
Development, Organizational Behavior, and General Management. Purchase this case: https://cb.hbsp.harvard.edu/cbmp/product/418020-PDF-ENG Harvard Business School Case 718-414 Enel: The Future of Energy Enel has transformed from the Italian state-owned energy View Details
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by Sean Silverthorne
- 21 Jun 2011
- First Look
First Look: June 21
process by getting in the way of Schumpeter's "creative destruction." Read the journal: http://symposium.cshlp.org/content/74 Too Big to Live: Why We Must Stamp Out State Monopoly Capitalism Authors: Niall Ferguson Publication:...
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Sean Silverthorne
- 04 Jan 2012
- First Look
First Look: January 4
expectations can be formed, which correspond to two different types of users-sophisticated and unsophisticated. Only sophisticated users adjust their expectations in response to platforms' price changes. We study the effect of the fraction of sophisticated users on...
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Carmen Nobel
- 04 Dec 2007
- First Look
First Look: December 4, 2007
and Consumer Expectations Authors:Feng Zhu and Marco Iansiti Abstract This paper seeks to answer three questions. First, which drives the success of a platform, installed base, platform quality or consumer expectations? Second, when does a View Details
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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)
- 17 Jul 2012
- First Look
First Look: July 17
http://www.hbs.edu/research/pdf/10-060.pdf Investment Incentives in Proprietary and Open-Source Two-Sided Platforms Authors:Ramon Casadesus-Masanell and Gastón Llanes Abstract We study incentives to invest in platform quality in proprietary and open-source platforms. A...
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Sean Silverthorne
- 05 Aug 2008
- First Look
First Look: August 5, 2008
upgrade sales to an installed base. When profits from the installed base are sufficiently large, a pure strategy equilibrium exists with two B firms active in the market. Although there is competition in the complement market, the View Details
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Martha Lagace
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