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- Faculty Publications (62)
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- All HBS Web (183)
- Faculty Publications (62)
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- 04 Oct 2011
- First Look
First Look: October 4
president of consumer products, must provide feedback to one of her direct reports, Simon York. York is a strong performer, but he has displayed some poor interpersonal skills in the manner in which he View Details
Keywords:
Sean Silverthorne
- 10 Sep 2007
- Research & Ideas
High Note: Managing the Medici String Quartet
interactions become. Q: How does this mode of preparation compare to preparation in business? A: In a way it's the opposite of planning that happens in business sometimes, which is all about creating patterns we expect. There are certain...
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- 26 Jul 2016
- First Look
July 26, 2016
connecting the macroscopic with the microscopic in human behavior has traditionally been difficult. Manifestations of homophily, the notion that individuals tend to interact with others who resemble them, have been observed in many small...
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Sean Silverthorne
- 23 Apr 2007
- Research & Ideas
Are Great Teams Less Productive?
debilitating effects of interpersonal fear on collective learning processes. Q: How do you define learning? How does learning promote performance? A: I define learning as a process: A process of action, reflection, and new (often...
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by Sarah Jane Gilbert
- 06 Jun 2005
- Research & Ideas
Don’t Listen to “Yes”
to minimize interpersonal conflict. Leaders can accomplish this by taking concrete steps before, during, and after a critical decision process. Before the process begins, they can establish ground rules for how people should View Details
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by Martha Lagace
- 19 Mar 2006
- Research & Ideas
Do I Dare Say Something?
that people speak up more in smaller groups and in settings that are more intimate. In smaller companies, where everyone knows and regularly interacts with top managers, there is less likelihood employees will be silent based on lack of...
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by Sarah Jane Gilbert
- 12 Mar 2019
- First Look
New Research and Ideas, March 12, 2019
emergent machine of the sovereign state. Yet such strategic interaction rarely yielded a decisive victory for either the secular state or for religion. By tracing how state-builders engaged religious institutions, elites, and attachments,...
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Dina Gerdeman
- 27 Nov 2006
- Research & Ideas
Manly Men, Oil Platforms, and Breaking Stereotypes
sense a man makes of himself as a man, which develops in the course of his interactions with others. A man encounters—and learns to anticipate—others' expectations of him as a man; he responds, others react, and through this...
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- 15 Dec 2014
- Research & Ideas
Deconstructing the Price Tag
about our interpersonal relationships, when people share things with us—as long as they don't overshare—we tend to like them better," Buell says. "We find it interesting that we're seeing evidence of the same thing in our relationships...
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- 22 Sep 2009
- First Look
First Look: September 22
Working PapersMixed Source Authors:Ramon Casadesus-Masanell and Gastón Llanes Abstract We study competitive interaction between profit-maximizing firms that sell software and complementary goods or services. In addition to tactical...
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Martha Lagace
- 21 Feb 2017
- First Look
First Look at New Research: February 21
prosthetic implant purchase prices for primary total knee and hip arthroplasties across providers. Publisher's link: https://pubwww.hbs.edu/faculty/Pages/item.aspx?num=52299 2016 Envy at Work and in Organizations Envy and Interpersonal...
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Carmen Nobel
- 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)
- 10 Apr 2012
- First Look
First Look: April 10
rescue of 33 Chilean miners. More and more people in nearly every industry now work on teams that vary in duration and have constantly shifting membership. Teaming presents technical and interpersonal challenges: people must get up to...
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Carmen Nobel
- 23 Sep 2008
- First Look
First Look: September 23, 2008
integrates converging work documenting the centrality of these dimensions in interpersonal as well as intergroup perception. Structural origins of warmth and competence perceptions result from competitors judged as not warm, and allies...
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Keywords:
Martha Lagace
- 16 Dec 2014
- First Look
First Look: December 16
effectiveness because people were not accountable to each other for progress, did not have shared understanding of their work, and faced interpersonal risks when reaching out to other roles. The redesign introduced new mesolevel...
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Keywords:
Sean Silverthorne
- 01 May 2007
- First Look
First Look: May 1, 2007
Casadesus-Masanell and Andres Hervas-Drane Abstract We study competitive interaction between two alternative models of digital content distribution over the Internet: peer-to-peer (p2p) file sharing and centralized client-server...
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Keywords:
Sean Silverthorne
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