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- All HBS Web (178)
- Faculty Publications (62)
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- 24 Jun 2014
- First Look
First Look: June 24
progress, did not have shared understanding of their work, and faced interpersonal risks when reaching out to other roles. The redesign introduced new meso-level structures that bounded a set of roles (rather than a set of specific...
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Keywords:
Sean Silverthorne
- 17 Aug 2010
- First Look
First Look: August 17
their resources-knowledge of each other and knowledge of their work-into superior performance. We develop and test theory linking these resources to communication quality. We demonstrate that interpersonal familiarity is a critical...
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Keywords:
Martha Lagace
- 01 Mar 2004
- News
Toy Story
the players feel, and the developmental moment — which is particularly important in the five games Cranium markets to kids and teens — centers on what the player will get out of the game. “We want players to develop interpersonal skills,”...
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- 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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- Web
Podcast - Managing the Future of Work
way.Pulsipher: The data that comes from that technology-enabled student journey starts to become quite useful in terms of really personalizing the interactions that the students are going to have with the different learning resources,...
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- 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
- 01 Sep 2018
- News
September 2018 Alumni and Faculty Books
existence. The companies who have been most able to tap into these innovations have become the most highly valued companies in the world. To do so, they have created a new approach to corporate innovation. In this book the authors share the lessons they have learned...
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- 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
- 10 Jan 2005
- Research & Ideas
Motivation and the Cross-Sector Alliance
The first question focuses on motivations, while the second one has more to do with the benefits sought in interactions with future partners. Altruism As a general rule, collaboration efforts between companies and CSOs have an inherent...
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- Web
Print View - Course Catalog
organizational structures, culture, politics, decision-making processes, and society as a whole. IT is fundamentally changing how physical products are designed, how services are delivered, and how individuals interact with businesses and...
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- 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
- 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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