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- Faculty Publications (334)
Show Results For
-
All HBS Web
(687)
- News (30)
- Research (608)
- Events (1)
- Multimedia (1)
- Faculty Publications (334)
- 15 Oct 2008
- First Look
First Look: October 15, 2008
consumers to not only back teams to win, but also to lay odds for other punters to back. This business model allows punters to cut out the middleman of the bookmaker and leads to a much more efficient two-sided market. Betfair.com's...
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Martha Lagace
- Web
Podcast - Managing the Future of Work
of the business, which has continued to be evolving, is our consumer business, where consumers buy various learning products. And a third part of the business is the enterprise business. This is the part of...
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- 17 Apr 2012
- First Look
First Look: April 17
under the Rug: How Unethical Actions Lead to Forgetting of Moral Rules Authors:Lisa L. Shu and Francesca Gino Publication:Journal of Personality and Social Psychology (in press) Abstract Dishonest behavior can have various View Details
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Carmen Nobel
- 28 Aug 2017
- Research & Ideas
Should Industry Competitors Cooperate More to Solve World Problems?
to lift wages by $2 per hour. However, increasing wages by $1 could still leave these people with below-living wages. Second, there are cases where improving a firm’s social impact does not help financially. In some cases consumers are...
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- 26 Feb 2019
- First Look
New Research and Ideas, February 26, 2019
intake linked to commercial products. Media (including social media) coverage about the safety and cost of many consumer goods, both medical (drugs, devices) and nonmedical, reflect profound public concerns. Longstanding societal scrutiny...
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Dina Gerdeman
- 03 Feb 2015
- First Look
First Look: February 3
drive this reaction. February 2015 Perspectives on Psychological Science When Does Familiarity Promote Versus Undermine Interpersonal Attraction? A Proposed Integrative Model from Erstwhile Adversaries By: Finkel, Eli J., Michael I....
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Sean Silverthorne
- 30 Jul 2013
- First Look
First Look: July 30
for the introduction of health products in developing countries where consumers may be uncertain about product quality, and price subsidies are common policy instruments. Through a field experiment selling an unfamiliar health product in...
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Anna Secino
- 05 May 2009
- First Look
First Look: May 5, 2009
Psychology (forthcoming) Abstract This study examined the convergent and construct validity of ratings of individual creative contributions in a team context. A sample of 201 employees and supervisors, working on 26 team projects,...
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Martha Lagace
- 01 Jun 2022
- News
Blissful Thinking
professional French-horn player, Brooks came to the subject of happiness by way of art. His early research focused on why people produce and consume art and beauty as well as the motives behind human generosity. He discovered that...
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Dan Morrell; illustration by Dan Winters
- 11 Feb 2014
- First Look
First Look: February 11
http://people.hbs.edu/mluca/Papers%20on%20RIS/Land%20Reform.pdf August 2013 Psychological Science Evil Genius? How Dishonesty Can Lead to Greater Creativity By: Gino, F., and S. Wiltermuth Abstract—We propose that dishonest and creative...
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Sean Silverthorne
- 16 Nov 2009
- Research & Ideas
The Times Captures History of American Business
From the dawn of the U.S. transcontinental railroad in 1869 to the widespread embrace of consumer products like cell phones and iPods in our time, the story of American business is in constant motion, never at rest—or at ease. A new...
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- 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)
- 2011
- Article
Strategic Change and the Jazz Mindset: Exploring Practices That Enhance Dynamic Capabilities for Organizational Improvisation
By: Ethan S. Bernstein and Frank J. Barrett
How can leaders adopt a mindset that maximizes learning, remains responsive to short-term emergent opportunities, and simultaneously strengthens longer-term dynamic capabilities of the organization? This chapter explores the organizational decisions and practices...
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Keywords:
Dynamic Capabilities;
Strategic Change;
Jazz;
Jazz Mindset;
Improvisation;
Innovation;
Change Management;
Collaborative Innovation and Invention;
Innovation and Management;
Innovation Leadership;
Knowledge Use and Leverage;
Leading Change;
Leadership Style;
Leadership;
Management;
Management Style;
Organizational Change and Adaptation;
Organizational Culture;
Organizations;
Creativity;
Strategy;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
Consumer Products Industry;
United States;
Japan;
Taiwan;
Europe;
Asia
Bernstein, Ethan S., and Frank J. Barrett. "Strategic Change and the Jazz Mindset: Exploring Practices That Enhance Dynamic Capabilities for Organizational Improvisation." Research in Organizational Change and Development 19 (2011): 55–90.
- Web
Print View - Course Catalog
Movie/TV production, Route optimization etc.) We also look at the power of algorithms to shape consumer behavior (TikTok), the misuse of AI in social contexts such as in the justice system and the industrialization of misinformation and...
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