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Show Results For
-
All HBS Web
(926)
- News (137)
- Research (644)
- Events (5)
- Multimedia (8)
- Faculty Publications (424)
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- 21 May 2013
- First Look
First Look: May 21
the implementation of energy efficiency measures, which create long-term financial and environmental benefits. With early success serving customers in the cold storage and industrial manufacturing sectors, the seven-year-old company must now decide whether to continue...
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Sean Silverthorne
- 31 Jul 2012
- First Look
First Look: July 31
venture capital would allow RTR to aggressively expand its inventory and customer acquisition efforts, in order serve a broader range of customer segments with a wider selection of products, (e.g., accessories, maternity wear). Purchase...
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Carmen Nobel
- 21 Jun 2010
- Research & Ideas
Strategy and Execution for Emerging Markets
humility. Multinationals want to exploit the tremendous opportunities in emerging markets, but they need to carefully evaluate the extent to which they have the local knowledge and capacity to fully exploit those opportunities. Segmenting...
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by Martha Lagace
- 15 Oct 2008
- First Look
First Look: October 15, 2008
four different segments—food services, industry, retail, and beverages—and exported 17% of its production, mostly to the United States, Europe, and Japan. El Rey needed to grow, but Redmond wondered how to achieve growth and how to market the "El Rey" brand...
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Martha Lagace
- October 2016
- Supplement
24 Hour Fitness (B): Ownership Changes, 2005–2016
By: John R. Wells and Gabriel Ellsworth
In 2016, 24 Hour Fitness was the number-two fitness chain in the United States, generating revenues of $1.4 billion from 441 clubs serving 3.8 million members. Based in San Ramon, California, 24 Hour Fitness operated clubs in 13 states. Having grown rapidly to become...
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Keywords:
Advertising;
Advertising Campaigns;
Buildings and Facilities;
Acquisition;
Business Growth and Maturation;
Business Model;
Business Organization;
For-Profit Firms;
Customers;
Customer Focus and Relationships;
Customer Satisfaction;
Age;
Training;
Private Equity;
Financing and Loans;
Price;
Profit;
Revenue;
Geographic Location;
Geographic Scope;
Health;
Nutrition;
Business History;
Human Resources;
Employees;
Employee Relationship Management;
Recruitment;
Selection and Staffing;
Journals and Magazines;
Human Capital;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Management Teams;
Marketing;
Brands and Branding;
Marketing Channels;
Marketing Communications;
Marketing Strategy;
Social Marketing;
Demand and Consumers;
Market Entry and Exit;
Media;
Organizational Design;
Private Ownership;
Problems and Challenges;
Groups and Teams;
Sales;
Salesforce Management;
Situation or Environment;
Welfare or Wellbeing;
Sports;
Strategy;
Business Strategy;
Competition;
Competitive Strategy;
Competitive Advantage;
Corporate Strategy;
Expansion;
Segmentation;
Information Technology;
Internet;
Mobile Technology;
Online Technology;
Software;
Web Sites;
Value;
Valuation;
Health Industry;
Media and Broadcasting Industry;
United States;
California;
San Francisco
Wells, John R., and Gabriel Ellsworth. "24 Hour Fitness (B): Ownership Changes, 2005–2016." Harvard Business School Supplement 717-423, October 2016.
- February 2017
- Supplement
JCDecaux, 2016: Global Leader ... Again
By: John R. Wells and Gabriel Ellsworth
In 2016, JCDecaux was number one in the world in outdoor advertising. This was a far cry from the situation in 2003; at that time, JCDecaux had been unseated by Clear Channel from the number-one spot that it had held for decades, and it was fighting for second place...
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Keywords:
JCDecaux;
Clear Channel Outdoor;
OUTFRONT Media;
Lamar Advertising Company;
Jean-François Decaux;
Jean-Charles Decaux;
Outdoor Advertising;
Street Furniture;
Airports;
Billboards;
Bicycles;
Digital Devices;
Digital Marketing;
Bidding;
Advertising;
Advertising Campaigns;
Acquisition;
Mergers and Acquisitions;
Business Growth and Maturation;
Business Model;
Business Organization;
Family Business;
For-Profit Firms;
Joint Ventures;
Design;
Price;
Profit;
Revenue;
Geographic Location;
Geographic Scope;
Global Range;
Globalization;
Global Strategy;
Globalized Firms and Management;
Multinational Firms and Management;
Globalized Markets and Industries;
Government Legislation;
Business History;
Human Resources;
Laws and Statutes;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Growth Management;
Marketing;
Brands and Branding;
Marketing Channels;
Marketing Strategy;
Product Marketing;
Demand and Consumers;
Supply and Industry;
Operations;
Distribution;
Infrastructure;
Logistics;
Product;
Product Design;
Production;
Organizational Structure;
Property;
Public Ownership;
Renting or Rental;
Problems and Challenges;
Business and Community Relations;
Business and Government Relations;
Family and Family Relationships;
Sales;
Situation or Environment;
Luxury;
Strategy;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Consolidation;
Corporate Strategy;
Customization and Personalization;
Expansion;
Segmentation;
Mobile Technology;
Wireless Technology;
Air Transportation;
Bicycle Transportation;
Rail Transportation;
Transportation Networks;
Advertising Industry;
France;
Paris
Wells, John R., and Gabriel Ellsworth. "JCDecaux, 2016: Global Leader ... Again." Harvard Business School Supplement 717-441, February 2017.
- 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)