2,815 research outputs found

    High-Tech Competition Puzzles. How Globalization Affects Firm Behavior and Market Structure in the Electronics Industry

    Get PDF
    This paper addresses two puzzles related to industrial dynamics and competition. The first of these puzzles is that a high degree of globalization may well go hand in hand with increasing concentration. I show that one of the most globalized sectors of the electronics industry, hard disk drives (HDD), also displays one of the highest degrees of concentration: multinational corporations, after all, may not be such effective “spoilers of concentration”, as claimed by Richard Caves (1982). 4 The second puzzle that I address in this paper is that, despite an extremely high degree of concentration, this industry fails to act like a stable global oligopoly. So far, market share volatility has been restricted to the oligopoly members. There are however indications that this may change and that market contestability may improve. The paper is organized as follows: I start with a discussion of the first puzzle, presenting evidence on globalization and concentration. I then address the second puzzle, linking high concentration to high volatility. Some possible explanations are reviewed in the third part of the paper, building on a conceptual framework introduced by G.B. Richardson ( 1996 and 1997). I analyze how globalization affects competition and distinguish forces that foster concentration and forces that are conducive for market disruption. I conclude with a few observations on what this implies for future research on the determinants of market structure and firm behavior.competition; industrial dynamics; globalization; concentration; firm behavior; contestable markets; entry barriers; capabilities.

    History of Escape Games : examined through real-life-and digital precursors and the production of Spygame

    Get PDF
    The focus of this master’s thesis is on forming an image of history of modern escape games based on real world-and digital precursors of this genre of games and on recording what escape game phenomenon is like in late 2010s, roughly a decade after these games first started appearing. The research is based on previous work on the topic mostly by Dr. Scott Nicholson, to which I add my own insight and build a broader, more in depth portrayal of the history through presenting examples of each precursor and linking the precursor’s features to features of modern escape games. The most important academic background of this thesis is Dr. Scott Nicholson’s white paper Peeking behind the locked door: A survey of escape room facilities (2015). Other academic background of this thesis comes from research regarding the different precursors and from the field of game design, such as Fundamentals of Game Design (2010) by Dr. Ernest Adams. Since the history of escape game genre has to my knowledge not been researched and recorded to this extent earlier, a big part of the references used in this thesis consists of non-academic sources: escape room related websites, -blogs-posts and -videos, which I used to collect and analyze information. I use the production of Spygame, which is a modern escape game with influences of especially interactive theater, as a case study to illustrate ways the history of escape games can be concretely seen in modern escape games. I worked as the project manager in the production of Spygame in 2017 and hence have access to large amount of unique data regarding the production of the game, including notes from game testings, internal emails, notes from game development meetings etc. I analyze this data and connect the history with this modern game through examples of how the influences of history can be seen in our game design choices and expectations of the game testers. According to Nicholson, precursors of escape rooms include live action role-playing, point-and-click adventure games, puzzle- and treasure hunts, interactive theater and haunted houses, adventure game shows and themed entertainment industry. I divide the precursors to digital-and real-life precursors and add themed restaurants, team building activities, pervasive games and alternate reality games to this list of precursors of escape rooms. I also state that the escape room-name of these games likely originates from digital escape-the-room games, which is a sub-genre of point-and click adventure games

    Player agency in interactive narrative: audience, actor & author

    Get PDF
    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Solar astronomy

    Get PDF
    An overview is given of modern solar physics. Topics covered include the solar interior, the solar surface, the solar atmosphere, the Large Earth-based Solar Telescope (LEST), the Orbiting Solar Laboratory, the High Energy Solar Physics mission, the Space Exploration Initiative, solar-terrestrial physics, and adaptive optics. Policy and related programmatic recommendations are given for university research and education, facilitating solar research, and integrated support for solar research

    Business Practices on the World Wide Web: A Comparison of Japanese and U.S. Web Sites

    Get PDF
    Rapid developments in the area of telecommunications and information technologies have brought about dramatic changes in the way organizations conduct business and have influenced the way organizations seek to gain competitive advantages in their industries. Among the most prominent of these developments is the World Wide Web (WWW or "web '7 and its impact on how business - in this case, electronic commerce (EC) - is conducted. One question that arises is: "Is the web S impact on electronic commerce uniform around the world?" This paper reports on a research study that sought insight into this question by comparing the web-based business practices of both Japanese and the US. The results of content analysis and statistical data analysis provide support for country differences between Japan and the U.S. on several web site characteristic

    Information Technology in The Learning Economy -Challenges for Developing Countries

    Get PDF
    This paper inquires how the concept of the "learning economy" can be applied to the requirements of developing countries. The main purpose is to develop an analytical framework to better understand how learning and capability formation can foster industrial upgrading. Special emphasis is given to te spread of information technology (IT). We inquire under what conditions developing countries can use this set of generic technologies to improve their learning capabilities. We argue that information technology should not be regarded as a potential substitute for human skills and tacit knowledge. Instead, its main role should be to support the formation and use of tacit knowledge. In the paper we compare two stylised models of the learning economy, the Japanese versus the American model. The Japanese model is explicit in its promotion and exploitation of tacit knowledge, while the American model is driven by a permanent urge to reduce the importance of tacit knowledge and to transform it into information - that is into explicit, 4 well structured and codified knowledge. We show that each of these models has peculiar strengths and weaknesses. Developing countries need to develop their own hybrid forms of institutions that combine the advantages of both models in a way that is appropriate to their idiosyncratic needs and capabilities.information technology; learning; learning economy; knowledge; capabilities; networks; developing countries; economic development; industrial upgrading
    • …
    corecore