Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


Experiment on the Influence of Emotions onto DMC

Yevgen Bogodistov, Presentation for Research Factory, Viadrina

Yevgen Bogodistov

on 11 December 2012

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Experiment on the Influence of Emotions onto DMC

Experiment Definitions Experiment on
dynamic capabilities and
emotional response by Eugene Bogodistov Dynamic capabilities Dynamic capabilities are a source of integration, building, and reconfiguration of internal and external competencies to address rapidly changing environments (Teece et al., 1997).

Pisano defines dynamic capabilities as the antecedent organizational and strategic routines by which managers alter their resource base to generate new value-creating strategies (Pisano, 1994). Routines are patterned sequences of learned behavior involving multiple actors who are linked by relations of communications and/or authority (Felin & Foss, 2009).

Routines guarantee the regularity and predictability of individual behavior necessary for collective action. ... For the individual member, this entails the ability to receive and interpret a stream of incoming messages from other members and from the environment (Cohendet & Llerena, 2001) . Thank you for attention! Operationalization
Methodology According to Teece (2007), capability is a high-level routine that confers upon an organization's management a set of decision options for producing significant outputs of a particular type. Routine is a learned highly patterned repetitious behavior, that is founded in part in tacit knowledge (Teece, 2007).
1. Routine
2. Set of decision options
3. Environmental change (rules of the game) 1. Particular emotions
2. Manipulation
3. Manipulation check A game: Manipulation of
emotion Dynamic
capabilities Model Emotions, what are they? Emotions are first and foremost, modes of relating to the environment states of readiness for engaging, or not engaging, in interaction with the environment (Frijda & Mesquita, 1994).

Emotion is a process, a particular kind of automatic appraisal influenced by our evolutionary and personal past, in which we sense that something important to our welfare is occurring, and a set of physiological changes and emotional behaviors begins to deal with the situation (Ekman, 2003). Core relational themes:

Sadness - irrevocable loss
Fear - Danger
Anger - different kinds of interference, person specific
Happiness - 12 themes (admiration, success, pleasurable novelty, others.)
... Emotions DC / DMC Managerial Human Capital Managerial Social Capital Managerial Cognition Human Capital vs.
Activation of Human Capital Questionnaire:
Would the test person "activate"
or "invest" into education, learning, and training? Social Capital vs.
Activation of Social Capital Questionnaire:
Would the test person "activate", use, or "invest" into connections, networks, informal relationships? Managerial cognition refers to managerial beliefs and mental models that serve as basis for decision making (Adner & Helfat, 2003). 1. Routine
2. Set of decision options
3. Environmental change
4. When applicable:
capacities of sensing opportunities and threats,
capacities of seizing an opportunities,
capacities of managing threats and reconfiguration Thank you for attention!
Full transcript