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81.
Regulatory capital – as a tool for financial regulation – has come under scrutiny following the financial crisis of 2007‐2010 in terms of its ability to achieve the major objectives of financial regulations, namely contributing to financial stability; the provision of equally competitive regulatory conditions for financial institutions; and aiming to ensure that regulatory capital requirements are risk‐sensitive. This article investigates and compares the risk‐sensitivity of economic capital and regulatory capital requirements empirically from a systemic and institution‐specific perspective. The results are assessed to determine whether current regulatory capital requirements are representative of the relevant risks financial institutions face. Given these results as well as calls to strengthen Basel's Pillar 2 disciplines in the aftermath of the crisis, it also presents a case for regulators to place a heavier reliance on economic capital – rather than regulatory capital numbers.  相似文献   
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Two of the experimental methods used to estimate willingness‐to‐pay (WTP) for a non‐market good, the Becker‐DeGroot‐Marschak (BDM) mechanism and the non‐hypothetical choice experiment (nHCE) often lead to significantly different WTP estimates, complicating the choice between the methods. In Zambia the same group of researchers used both techniques to evaluate WTP for orange maize, which provides more vitamin A than other varieties. This provided an opportunity to analyse the sources of the difference. In the BDM experiment, one group of respondents was provided with more training opportunities than the other, and made higher bids. Accounting for lexicographic behaviour in the nHCE reduced the estimated WTP. These two design factors together resulted in a decrease in the WTP difference for orange maize (1,279–632 ZMK) although the difference remains statistically significant. More training was also shown to eliminate the effects of different orders in which maize varieties were presented.  相似文献   
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Drawing on the current research in general leadership, we propose that a process ontology is relevant and rewarding for project leadership studies. We argue that project leadership can be studied as the ongoing social production of direction through the construction of actors’ space of action, involving continuous construction and reconstruction of (1) past project activities and events; (2) positions and areas of responsibility; (3) discarded, ongoing, and future issues; and (4) intensity, rhythm, and pace. Through an ethnographic case study of an organizational change project, we show how space of action and hence the project direction are in constant flux and becoming.  相似文献   
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The purpose of this article is to explore the opportunities virtual worlds offer for real-world innovations. By integrating users of virtual worlds into an interactive new product development process, companies can tap customers’ innovative potential using the latest technology. Connecting the emerging technology of virtual worlds with a customer-centric perspective of open innovation allows unique and inventive opportunities to capitalize on users’ innovative potential and knowledge. The concept of avatar-based innovation serves as a point of origin to reveal these possibilities and represents the first attempt to systematically take advantage of virtual worlds for innovation management. In doing so, this paper argues that latest advances of information and communication technologies enrich the interaction process and can improve new product development process. Further, characteristics are presented that suggest that the digital environment is especially conducive to innovation and creative tasks. Based on theoretical insights, the analysis of eight cases (Coca-Cola, Steelcase, Osram, Alcatel-Lucent, Toyota Scion, Endemol, Aloft, and Mazda), participant observation directly within the virtual world and 23 interviews with both managers and customers, this paper demonstrates how virtual worlds allow producers and consumers to swarm together with like-minded individuals to create new products and permits companies to find an audience to test, use, and provide feedback on the content and products they create. We highlight the active roles avatars can play throughout the whole innovation process, and demonstrate the opportunities of how manufacturers and customers could collaborate to innovate from idea to launch. A few pathfinding companies experiment with avatars as a source of innovation. Specifically, the initiatives of Osram, Steelcase, Mazda, and Toyota truly link the concepts of open innovation and virtual worlds to employ the interactive technology for new product development. These efforts are critically analyzed to examine the hypothesized potential of avatar-based innovation. The cases pinpoint practical implications and reveal both preconditions and challenges of this new approach to interactive new product development. The results suggest that in order to fully realize the potential of avatar-based innovation, companies need to create a compelling open innovation experience and consider the peculiarities of virtual worlds.  相似文献   
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Abstract. This paper analyzes empirically the relationship between money market uncertainty and unexpected deviations in retail interest rates in a sample of ten OECD countries. We find that, with the exception of the United States, money market uncertainty has only a modest impact on the conditional volatility of retail interest rates. Even for the United States, we find that the effects of money market uncertainty are spread out over time. Our results also indicate that money market uncertainty tends to be passed on to retail rates to a lesser extent in countries where banking relationships play a substantial role.  相似文献   
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