7,459 research outputs found

    The Effect of Superstar Software on Hardware Sales in System Markets

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    Systems are composed of complementary products (e.g., video game systems are composed of the video game console and video games). Prior literature on indirect network effects argues that, in system markets, sales of the primary product (often referred to as "hardware") largely depend on the availability of complementary products (often referred to as "software"). Mathematical and empirical analyses have almost exclusively operationalized software availability as software quantity. However, while not substantiated with empirical evidence, case illustrations show that certain “superstar†software titles of very high quality (e.g., Super Mario 64) may have had disproportionately large effects on hardware unit sales (e.g., Nintendo N64 console sales). In the context of the U.S. home video game console market, we show that the introduction of a superstar increases video game console sales on average by 14%, over a period of 5 months. Software type does not consistently alter this effect. Our findings imply that scholars who study the relationship between software availability and hardware sales, need to account for superstar returns, and their decaying effect over time, over and above a mere software quantity effect. Hardware firms should maintain a steady flow of superstar introductions, as the positive effect of a superstar only lasts for 5 months, and make, if need be, side-payments to software firms, as superstars dramatically increase hardware sales. Obtaining exclusivity over superstars, by hardware firms, does not provide an extra boost to their own sales, but it does take away an opportunity for competing systems to increase their sales.indirect network effects;new product introductions;superstars;system markets;video game industry;software;hardware

    Using Computational Agents to Design Participatory Social Simulations

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    In social science, the role of stakeholders is increasing in the development and use of simulation models. Their participation in the design of agent-based models (ABMs) has widely been considered as an efficient solution to the validation of this particular type of model. Traditionally, "agents" (as basic model elements) have not been concerned with stakeholders directly but via designers or role-playing games (RPGs). In this paper, we intend to bridge this gap by introducing computational or software agents, implemented from an initial ABM, into a new kind of RPG, mediated by computers, so that these agents can interact with stakeholders. This interaction can help not only to elicit stakeholders' informal knowledge or unpredicted behaviours, but also to control stakeholders' focus during the games. We therefore formalize a general participatory design method using software agents, and illustrate it by describing our experience in a project aimed at developing agent-based social simulations in the field of air traffic management.Participatory Social Simulations, Agent-Based Social Simulations, Computational Agents, Role-Playing Games, Artificial Maieutics, User-Centered Design

    Operationalizing the circular city model for naples' city-port: A hybrid development strategy

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    The city-port context involves a decisive reality for the economic development of territories and nations, capable of significantly influencing the conditions of well-being and quality of life, and of making the Circular City Model (CCM) operational, preserving and enhancing seas and marine resources in a sustainable way. This can be achieved through the construction of appropriate production and consumption models, with attention to relations with the urban and territorial system. This paper presents an adaptive decision-making process for Naples (Italy) commercial port's development strategies, aimed at re-establishing a sustainable city-port relationship and making Circular Economy (CE) principles operative. The approach has aimed at implementing a CCM by operationalizing European recommendations provided within both the Sustainable Development Goals (SDGs) framework-specifically focusing on goals 9, 11 and 12-and the Maritime Spatial Planning European Directive 2014/89, to face conflicts about the overlapping areas of the city-port through multidimensional evaluations' principles and tools. In this perspective, a four-step methodological framework has been structured applying a place-based approach with mixed evaluation methods, eliciting soft and hard knowledge domains, which have been expressed and assessed by a core set of Sustainability Indicators (SI), linked to SDGs. The contribution outcomes have been centred on the assessment of three design alternatives for the East Naples port and the development of a hybrid regeneration scenario consistent with CE and sustainability principles. The structured decision-making process has allowed us to test how an adaptive approach can expand the knowledge base underpinning policy design and decisions to achieve better outcomes and cultivate a broad civic and technical engagement, that can enhance the legitimacy and transparency of policies

    An Analysis of the Insertion of Virtual Players in GMABS Methodology Using the Vip-JogoMan Prototype

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    The GMABS (Games and Multi-Agent-Based Simulation) methodology was created from the integration of RPG and MABS techniques. This methodology links the dynamic capacity of MABS (Multi-Agent-Based Simulation) and the discussion and learning capacity of RPG (Role-Playing Games). Using GMABS, we have developed two prototypes in the natural resources management domain. The first prototype, called JogoMan (Adamatti et. al, 2005), is a paper-based game: all players need to be physically present in the same place and time, and there is a minimum needed number of participants to play the game. In order to avoid this constraint, we have built a second prototype, called ViP-JogoMan (Adamatti et. al, 2007), which is an extension of the first one. This second game enables the insertion of virtual players that can substitute some real players in the game. These virtual players can partially mime real behaviors and capture autonomy, social abilities, reaction and adaptation of the real players. We have chosen the BDI architecture to model these virtual players, since its paradigm is based on folk psychology; hence, its core concepts easily map the language that people use to describe their reasoning and actions in everyday life. ViP-JogoMan is a computer-based game, in which people play via Web, players can be in different places and it does not have a hard constraint regarding the minimum number of real players. Our aim in this paper is to present some test results obtained with both prototypes, as well as to present a preliminary discussion on how the insertion of virtual players has affected the game results.Role-Playing Games, Multi-Agent Based Simulation, Natural Resources, Virtual Players

    Post-bureaucracy and reanimating public governance: A discourse and practice of continuity?

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    Purpose 'Seeks to examine changes in the environment in which public policy and public management operate and the claim that bureaucracy has been replaced by post-bureaucracy as a result of these changes. Design/methodology/approach – It proposes reanimated public governance as a concept that occupies the space between public administration and restructured public governance (including reinvented government and New Public Management (NPM). Rather than accepting the existence of post-bureaucracy, per se, the paper argues that there has been a process of extending bureaucracy that cuts across public and non-public boundaries rather than the development of post-bureaucracy per se. Findings – In examining the claims for post-bureaucracy, we are witnessing a discourse and practice of continuity rather than difference. The need for economies of scale and scope, standardisation and the existence of indivisibilities in public services suggest that public sector reforms and proposals for new governance models establish extended or flexible forms of bureaucracy rather than post-bureaucratic organisational forms. Attempts to introduce ICT-based services and the need for regulatory agencies to oversee the contracts with private and non-profit service providers reinforce these findings. Research limitations/implications – The arguments in this paper are based on marshalling the literature and debates surrounding public sector reform to advance a central thesis. It draws on real world examples but does not advance direct empirical evidence. There is scope for internationally comparative case-studies of different public service functions and discourses and practices in different countries Practical implications – Policy makers and managers should treat the clarion call of post-bureaucracy as a way of liberating public services from a lack of creativity, innovation and accountability with healthy scepticism. In particular, the view that public sector reforms through post-bureaucratic re-organisation will lead to efficiencies is one to be challenged. Reforms in any service driven organisations are not zero-cost and any implied operational cost saving should be considered against increased transaction costs. Originality/value – There have been heroic claims made for post-bureaucracy in many organisations enabled by developments associated with the concepts of information society and knowledge society. By locating public sector reforms under the rubric of 'restructured public governance' a deeper investigation of the implications for the discourses and practices associated with public sector reform is advanced

    The institutional character of computerized information systems

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    We examine how important social and technical choices become part of the history of a computer-based information system (CB/SJ and embedded in the social structure which supports its development and use. These elements of a CBIS can be organized in specific ways to enhance its usability and performance. Paradoxically, they can also constrain future implementations and post-implementations.We argue that CBIS developed from complex, interdependent social and technical choices should be conceptualized in terms of their institutional characteristics, as well as their information-processing characteristics. The social system which supports the development and operation of a CBIS is one major element whose institutional characteristics can effectively support routine activities while impeding substantial innovation. Characterizing CBIS as institutions is important for several reasons: (1) the usability of CBIS is more critical than the abstract information-processing capabilities of the underlying technology; (2) CBIS that are well-used and have stable social structures are more difficult to replace than those with less developed social structures and fewer participants; (3) CBIS vary from one social setting to another according to the ways in which they are organized and embedded in organized social systems. These ideas are illustrated with the case study of a failed attempt to convert a complex inventory control system in a medium-sized manufacturing firm
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