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- All HBS Web (185)
- Faculty Publications (65)
- 01 Sep 2024
- News
Next Level
In 2017, Sarah Bond’s boss, Phil Spencer, the head of Xbox Gaming, warned her that working in the industry would be very difficult. Not just for the usual reasons that corporate America can be tough, but also because, as a Black woman in gaming—an industry with a... View Details
- 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... View Details
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... View Details
Keywords: Martha Lagace
- 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... View Details
- 31 Oct 2017
- First Look
New Research and Ideas, October 31, 2017
project teams at a prominent design firm revealed two distinct helping processes, both characterized by deep, sustained engagement that far exceeds the brief interactions described in the helping literature. Such deep help consisted of... View Details
Keywords: by Sean Silverthorne
- 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,”... View Details
- 01 Jun 2008
- News
Team MBA
groups that have been part of HBS for years. The teams, which meet only during the first year, are assigned across sections and with an eye to mixing students from a variety of backgrounds. They also encourage in-depth case analysis and foster View Details
- 12 May 2009
- First Look
First Look: May 12, 2009
Overly detailed contracts leave no room for spontaneous acts of kindness to create goodwill between parties; too-rigid contracts leave parties unable to respond to the unanticipated; and, strangely enough, incentives can end up being just plain insulting. View Details
Keywords: Martha Lagace
- 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... View Details
Keywords: Carmen Nobel
- 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... View Details
Keywords: Sean Silverthorne
- 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... View Details
- 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... View Details
Keywords: by Sarah Jane Gilbert
- 06 Dec 2021
- News
December 2021 Alumni and Faculty Books
that opportunity can change our lives—and the world—for the better. The human spirit craves connection. Authenticity. Belonging. Touch. Gratitude. Purpose. We need to make our interactions count. Whether it’s the death of a friend, loss... View Details
- Web
Departments | Employment
service skills, initiative, be able to work as a team, and be flexible. Attributes of Successful Staff Members Strong interpersonal and teamwork skills Willingness to pitch in at any level Initiative and self-motivation Flexibility... View Details
- 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... View Details
- Web
Print View - Course Catalog
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 each other. The... View Details
- 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://www.hbs.edu/faculty/Pages/item.aspx?num=52299 2016 Envy at Work and in Organizations Envy and Interpersonal... View Details
Keywords: 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... 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 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)
- September 2019 (Revised September 2019)
- Case
Facebook Fake News in the Post-Truth World
By: John R. Wells, Carole A. Winkler and Benjamin Weinstock
In August 2019, Mark Zuckerberg, founder and CEO of Facebook, was surrounded by controversy. The first major storm of protest followed the surprise election of Donald Trump as President of the United States on November 8, 2016; many put the blame at the door of fake... 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; Applications and Software; Information Infrastructure; 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., Carole A. Winkler, and Benjamin Weinstock. "Facebook Fake News in the Post-Truth World." Harvard Business School Case 720-373, September 2019. (Revised September 2019.)