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- Faculty Publications (56)
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- Web
Podcast - Managing the Future of Work
activity that is most highly related to employee engagement among the different ways people decide where they’re going to work.Kerr: Does your research suggest that it’s mostly about people’s lives being improved, in the sense of they can...
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- Web
Podcast - Managing the Future of Work
while associate’s can add some value to a lifetime earnings of an individual, it’s not dramatically so compared to a bachelor’s degree, where you really unlock that potential. As it relates to the growth, there is no doubt that the first...
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- 28 Feb 2012
- First Look
First Look: Feb. 28
understanding of their distant colleagues, while reflected knowledge promoted feelings of being understood. We discuss implications of reflected knowledge to theories of trust and interpersonal dynamics in globally distributed...
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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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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
- Web
Print View - Course Catalog
interpersonal dilemmas that can derail a career plan. Additional key topics are: The tradeoffs between mapping career goals and maintaining work-life balance. Career resiliency and overcoming early failures after graduation. Individual...
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- Web
Podcast - Managing the Future of Work
at that. In the future, there’ll do even more things. So summarize this document for me, or give me all the things related to this. I think AI will help us create better filters for our attention to sift through all of the clutter and...
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- 15 Oct 2008
- First Look
First Look: October 15, 2008
Accepting this position would be a move back into mainstream media but also a career shift from line positions to a corporate staff role. The case profiles Fili-Krushel's media experiences, and her use of interpersonal influence and...
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Martha Lagace
- Web
One-Year Action Plan Update - Advancing Racial Equity
areas. Do you want to maybe give an example of where you think we might not have made as much progress as we would like to? Jan Hammond: We had, in our initial plan, the idea of setting up a racial equity initiative at HBS that would focus on research on racial equity...
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- 31 Mar 2009
- First Look
First Look: March 31, 2009
http://www.hbsp.harvard.edu/b01/en/common/item_detail.jhtml?id=609002 Business and Human Rights Harvard Business School Note 309-097 This note addresses some of the most frequently asked questions about the relation between human rights...
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Martha Lagace
- 30 May 2005
- Research & Ideas
Germany’s Pioneering Corporate Managers
system in Germany is more cumbersome than the U.S. system. Germans are more formal in their interpersonal behavior inside corporations than Americans, which often leads to an appearance of stuffiness or stiffness. The use of titles or...
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by Sean Silverthorne
- 09 Nov 2006
- Research & Ideas
Andy Grove: A Biographer’s Tale
Podcast with: Richard TedlowInterviewer: James AisnerRunning Time: 29 min., 09 sec.Transcript My name is Jim Aisner and I am Director of Media Relations at Harvard Business School. This is the first in a series of podcasts for the...
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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)
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