320 research outputs found
The Influence of Culture on ABMP Negotiation Parameters
Negotiations are known to proceed differently across cultures. A realistic agent model of international negotiations has to take cultural differences into account. This paper presents an agent-based model that tackles this challenge. The context is a trade game where commodities with a hidden quality attribute are exchanged. The negotiation model uses the ABMP negotiation architecture. It applies a utility function that includes market value, quality preference, and risk attitude. The indices of the five dimensions of Hofstede’s model of national cultures are used, in combination with agent’s group membership and societal status, to differentiate negotiation behavior by adaptation of weight factors in the utility function and ABMP parameters. The paper presents test runs with synthetic cultures and a set of actual national cultures. The present version of the model helps to understand behaviors in international trade networks. It proves that Hofstede’s dimensions can be used to generate culturally differentiated agent
Computational Modeling of Culture's Consequences
This paper presents an approach to formalize the influence of culture on the decision functions of agents in social simulations. The key components are (a) a definition of the domain of study in the form of a decision model, (b) knowledge acquisition based on a dimensional theory of culture, resulting in expert validated computational models of the influence of single dimensions, and (c) a technique for integrating the knowledge about individual dimensions. The approach is developed in a line of research that studies the influence of culture on trade processes. Trade is an excellent subject for this study of culture’s consequences because it is ubiquitous, relevant both socially and economically, and often increasingly cross-cultural in a globalized world
The organization of transactions research with the Trust and Tracing Game
This paper presents empirical results of research on the influence of social aspects on the organization of transactions in the domain of chains and networks. The research method used was a gaming simulation called the Trust and Tracing game in which participants trade commodity goods with a hidden quality attribute. Previous sessions of this gaming simulation identified a list of variables for further investigation (Meijer et al., 2006). The use of gaming simulation as data gathering tool for quantitative research in supply chains and networks is a proof-of-principle. This paper shows results from 27 newly conducted sessions and previously unused data from 3 older sessions. Tests confirmed the use of network and market modes of organization. Pre-existing social relations influenced the course of the action in the sessions. Being socially embedded was not beneficial for the score on the performance indicators money and points. The hypothesized reduction in measurable transaction costs when there was high trust between the participants could not be found. Further analysis revealed that participants are able to suspect cheats in a session based on other factors than tracing. Testing hypotheses with data gathered in a gaming simulation proved feasible. Experiences with the methodology used are discusse
Toolbox value creation final report (WP-101)
This document contains the deliverables of TransForum project WP-101, Toolbox Value Creation. Its contents allow users to use a summary analysis toolbox made for charting and improving value chains in the areas of People, Planet and Profit. Features of the toolbox are: Guidance in organizing a quick scan and change process. Create summary graphic overview of the materials balance of a production network. Model People and Planet and Profit separately but in conjunction. Allow flexible inclusion or omission of actors, processes and products. Analyze value of improvements
Toolbox Value Creation Handbook : Charting People, Planet and Profit in Value Chains
To create a sustainable society companies need new data and information regarding e.g. environmental and societal impacts of new products or processes are necessary, but these are often missing. Information systems can play an important role here and many tools are already developed. It became clear that one crucial tool was lacking: One that (a) integrates People, Planet, and Profit value (b) focuses on the whole production chains and (c) allows flexible data input. A new tool, QChain, was born. QChain is meant for anybody who works on sustainability issues, aiming to create a sustainable production chain. In practice this will often be policy makers, champions, consultants and network coordinators that work on a sustainability problem or valorisation issues. The tool is especially useful in organizations that feel the need or want to create the need to not only focus on profit, but also reckon with people and planet value – their licence to produce. QChain is a drawing tool that supports shared value creation for sustainable production chains
Wired international teams: Experiments in strategic decision making by multi-cultural virtual teams.
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