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- All HBS Web (73)
- Faculty Publications (38)
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- All HBS Web (73)
- Faculty Publications (38)
- Web
Past Issues - Alumni
Gap How can business, civic, and nonprofit leaders work together to bring shared prosperity to America’s communities? The HBS Young American Leaders Program is jump-starting that conversation—and inspiring collaborative innovation in... View Details
- 09 Dec 2013
- Research & Ideas
Cultural Disharmony Undermines Workplace Creativity
designers judged the creativity of the ideas, they determined that the least creative ones came from participants who had called to mind acquaintances from different cultural backgrounds with disharmonious relationships. [On average, those who recalled that View Details
Keywords: by Michael Blanding
- Web
Globalization - Faculty & Research
practices in global organizations; cross-cultural learning and adaptation processes; the challenges of taking companies global; emerging-market companies with global potential; and international political economy and its impact on... View Details
- 19 Mar 2012
- HBS Case
HBS Cases: Overcoming the Stress of ‘Englishnization’
language abilities, which were neither stellar nor poor. One low-fluency worker painfully summarized his experience: "If you cannot express your ideas because you lack language skills, the collaboration becomes a nightmare. You lose... View Details
Keywords: by Kim Girard
- March 2017 (Revised September 2017)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells and Carole A. Winkler
In January 2017, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The election of Donald Trump as the next president of the United States in November 2016 had triggered a national storm of protests, and many attributed Trump’s victory to... View Details
Keywords: Facebook; Fake News; Mark Zuckerberg; Donald Trump; Algorithms; Social Networks; Partisanship; Social Media; App Development; Instagram; WhatsApp; Smartphone; Silicon Valley; Office Space; Digital Strategy; Democracy; Entry Barriers; Online Platforms; Controversy; Tencent; Agility; Social Networking; Gaming; Gaming Industry; Computer Games; Mobile Gaming; Messaging; Monetization Strategy; Advertising; Digital Marketing; Business Ventures; Acquisition; Mergers and Acquisitions; Business Growth and Maturation; Business Headquarters; Business Organization; For-Profit Firms; Trends; Communication; Communication Technology; Forms of Communication; Interactive Communication; Interpersonal Communication; Talent and Talent Management; Crime and Corruption; Voting; Demographics; Entertainment; Games, Gaming, and Gambling; Moral Sensibility; Values and Beliefs; Initial Public Offering; Profit; Revenue; Geography; Geographic Location; Global Range; Local Range; Country; Cross-Cultural and Cross-Border Issues; Globalized Firms and Management; Globalized Markets and Industries; Governing Rules, Regulations, and Reforms; Government and Politics; International Relations; National Security; Political Elections; Business History; Recruitment; Selection and Staffing; Information Management; Information Publishing; News; Newspapers; Innovation and Management; Innovation Strategy; Technological Innovation; Knowledge Dissemination; Human Capital; Law; Leadership Development; Leadership Style; Leading Change; Business or Company Management; Crisis Management; Goals and Objectives; Growth and Development Strategy; Growth Management; Management Practices and Processes; Management Style; Management Systems; Management Teams; Managerial Roles; Marketing Channels; Social Marketing; Network Effects; Market Entry and Exit; Digital Platforms; Marketplace Matching; Industry Growth; Industry Structures; Monopoly; Media; Product Development; Service Delivery; Corporate Social Responsibility and Impact; Mission and Purpose; Organizational Change and Adaptation; Organizational Culture; Organizational Structure; Public Ownership; Problems and Challenges; Business and Community Relations; Business and Government Relations; Groups and Teams; Networks; Rank and Position; Opportunities; Behavior; Emotions; Identity; Power and Influence; Prejudice and Bias; Reputation; Social and Collaborative Networks; Status and Position; Trust; Society; Civil Society or Community; Culture; Public Opinion; Social Issues; Societal Protocols; Strategy; Adaptation; Business Strategy; Commercialization; Competition; Competitive Advantage; Competitive Strategy; Corporate Strategy; Customization and Personalization; Diversification; Expansion; Horizontal Integration; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Valuation; Advertising Industry; Communications Industry; Entertainment and Recreation Industry; Information Industry; Information Technology Industry; Journalism and News Industry; Media and Broadcasting Industry; Service Industry; Technology Industry; Telecommunications Industry; Video Game Industry; United States; California; Sunnyvale; Russia
Wells, John R., and Carole A. Winkler. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 717-473, March 2017. (Revised September 2017.)
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
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 service provider with several of the... View Details
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 Units; Business Growth and Maturation; Business Organization; For-Profit Firms; Joint Ventures; Restructuring; Communication; Communication Technology; Blogs; Interactive Communication; Interpersonal Communication; Entertainment; Film Entertainment; Games, Gaming, and Gambling; Music Entertainment; Investment; Investment Portfolio; Price; Profit; 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; Emerging Markets; Market Entry and Exit; Digital Platforms; Industry Growth; Monopoly; Media; Distribution Channels; Product Development; 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; Segmentation; Information Technology; Internet and the Web; Mobile and Wireless Technology; Internet and the Web; Applications and Software; Information Infrastructure; Digital Platforms; Internet and the Web; Mobile and Wireless Technology; Value Creation; 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)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- 01 Sep 2006
- News
East to West
management, and investors interact.” Paine expects the case will undergo further revision before it’s taught in the HBS classroom; for now, its value lies in its contribution to research on governance and cross-cultural management, as... View Details
- 01 Dec 2002
- News
Building a Network for Social Enterprise in Latin America
two-year research cycle, which focuses on the collaborations between businesses and nongovernmental organizations (NGOs). For example, in 1997, the supermarket chain H-E-B expanded its regional base from Louisiana and Texas across the... View Details
- 31 Oct 2006
- HBS Case
Governing Sumida Corporation
expects the case will undergo further revision before it's taught in the HBS classroom; for now, its value lies in its contribution to research on governance and cross-cultural management, as well as Paine's realization of the benefits of... View Details
- Profile
Cherian Kurien
ability to engage and communicate such analysis in a clear and easy to understand manner with your fellow colleagues. I was keen on such a collaborative and dynamic learning environment as opposed to a lecture based one. How has your... View Details
- 22 Apr 2008
- First Look
First Look: April 22, 2008
business strategy is closely tied to its research strategy, which emphasizes extensive internal discovery and development capabilities leading to organic growth along with explicit external alliances and collaborations to supplement its... View Details
Keywords: Martha Lagace
- 2007
- Working Paper
Diasporas and Domestic Entrepreneurs: Evidence from the Indian Software Industry
By: Ramana Nanda and Tarun Khanna
This study explores the importance of cross-border social networks for entrepreneurs in developing countries by examining ties between the Indian expatriate community and local entrepreneurs in India's software industry. We find that local entrepreneurs who have... View Details
Keywords: Diasporas; Developing Countries and Economies; Entrepreneurship; Financing and Loans; Cross-Cultural and Cross-Border Issues; Social and Collaborative Networks; Technology Industry; India
Nanda, Ramana, and Tarun Khanna. "Diasporas and Domestic Entrepreneurs: Evidence from the Indian Software Industry." Harvard Business School Working Paper, No. 08-003, July 2007. (Revised February 2009.)
- Article
Guanxi versus Networking: Distinctive Configurations of Affect- and Cognition-based Trust in the Networks of Chinese and American Managers
By: Roy Y.J. Chua, M.W. Morris and P. Ingram
This research investigates hypotheses about differences between Chinese and American managers in the configuration of trusting relationships within their professional networks. Consistent with hypotheses about Chinese familial collectivism, an egocentric network survey... View Details
Keywords: Cross-Cultural and Cross-Border Issues; Managerial Roles; Relationships; Cognition and Thinking; Emotions; Social and Collaborative Networks; Trust; China; United States
Chua, Roy Y.J., M.W. Morris, and P. Ingram. "Guanxi versus Networking: Distinctive Configurations of Affect- and Cognition-based Trust in the Networks of Chinese and American Managers." Journal of International Business Studies 40, no. 3 (April 2009): 480–508.
- 28 Jul 2003
- Research & Ideas
It’s India Above China in New World Order
will be tomorrow." How these two models play out has great significance not just for Asia but also for other parts of the world that want to benefit from their lessons and avoid their mistakes. Huang and Khanna recently collaborated... View Details
Keywords: by Martha Lagace
- 12 Jan 2010
- First Look
First Look: Jan. 12
cross-cultural negotiation, this paper develops the first two levels of a four-level prescriptive framework for effectively carrying out such assessments: Common expectations for surface behavior: etiquette, protocol, and deportment. A... View Details
Keywords: Martha Lagace
- 14 May 2012
- Research & Ideas
Breaking the Smartphone Addiction
collaborative 65 percent (versus 42 percent) rated their team as doing everything it could to be efficient 74 percent (versus 51 percent) rated their team as doing everything it could to be effective The happy result for BCG was that... View Details
Keywords: by Leslie A. Perlow
- 09 Jan 2019
- Research & Ideas
The UK Needs a Bold Strategy Around Competition to Survive Brexit
are large potential employers in fields where jobs are accessible to currently underemployed citizens. Sound government policy can build on these by investing in job training on needed skills, streamlining regulations that will enhance productivity, working View Details
Keywords: by Michael Blanding
- 23 Sep 2008
- First Look
First Look: September 23, 2008
cross-groups' similarities and one difference across 10 non-U.S. nations. Seven European (individualist) and three East Asian (collectivist) nations (N=1028) support three hypothesized cross-cultural similarities: (a) perceived warmth and... View Details
Keywords: Martha Lagace
- 21 Feb 2017
- First Look
First Look at New Research: February 21
psychologists describe groundbreaking research from disparate work settings, and cross-cultural psychologists reveal the variety of ways that envy can emerge as a function of cultures as wide-ranging as the Japanese school system to the... View Details
Keywords: Carmen Nobel