98 research outputs found

    History of the software industry: the challenge

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    Martin Campbell-Kelly opened a new field in the history of computing in his groundbreaking From airline reservation to Sonic the Hedgehog; a history of the software industry. The book is discussed by Adrienne van den Bogaard and Frank Veraart and by Gerard Alberts, followed by a reply by the author. Van den Bogaard and Veraart join great appreciation for the three-sector division Campbell-Kelly developed to describe the history of the software industry, to a slight criticism of his ad hoc-argumentation in explaining why in each sector some enterprises survive and others do not. Lacking, in their view, is a discussion of the dynamics of software itself in the context of emerging practices and businesses. Alberts overcomes his prima facie unease with th

    The impact of software as a service in software piracy : has the change in the distribution and sale of software provided not only an accurate answer against software piracy but also an increase in consumer-value?

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    This dissertation aims to answer the question “Has the change in the distribution and sale of software provided not only an accurate answer against software piracy but also an increase in consumer-value?” and it supports its argument not only on the current literature available on the software industry and on software piracy but also on the personal research carried out through an extensive survey of different people in different age groups and from different countries. To aid the analysis, strategic frameworks such as PEST and Five Forces of Porter were used, giving the reader a special landscape view of the industry’s characteristics to better understand how the changes in software distribution will impact consumer demand and satisfaction. It is important to note also that, during the literature review stage, it was understood that authors disagree on several important issues regarding software such as its classification, its origin and whether or not it constitutes patentable subject matter. This particular path led me to question the actions of software companies and whether there was a need or not to patent software. Through this road, I was led to the issue of piracy and to the action that companies have taken with changing the way software was produced and sold to better fit the current landscape of the industry

    The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture

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    Book review of The Friendly Orange Glow: The Untold Story of the Rise of Cyberculture by Brian Dear

    Challenges of open innovation: the paradox of firm investment in open-source software

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    Open innovation is a powerful framework encompassing the generation, capture, and employment of intellectual property at the firm level. We identify three fundamental challenges for firms in applying the concept of open innovation: finding creative ways to exploit internal innovation, incorporating external innovation into internal development, and motivating outsiders to supply an ongoing stream of external innovations. This latter challenge involves a paradox, why would firms spend money on R&D efforts if the results of these efforts are available to rival firms? To explore these challenges, we examine the activity of firms in opensource software to support their innovation strategies. Firms involved in open-source software often make investments that will be shared with real and potential rivals. We identify four strategies firms employ – pooled R&D/product development, spinouts, selling complements and attracting donated complements – and discuss how they address the three key challenges of open innovation. We conclude with suggestions for how similar strategies may apply in other industries and offer some possible avenues for future research on open innovation

    A Survey of the Economic Role of Software Platforms in Computer-Based Industries

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    Software platforms are a critical component of the computer systems underpinning leading– edge products ranging from third– generation mobile phones to video games. After describing some key economic features of computer systems and software platforms, the paper presents case studies of personal computers, video games, personal digital assistants, smart mobile phones, and digital content devices. It then compares several economic aspects of these businesses including their industry evolution, pricing structures, and degrees of integration.software platforms, hardware platforms, network effects, bundling, multi-sided markets

    Pour une histoire des humanités numériques

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    Cet article traite de l'histoire et de l'historiographie des humanités numériques
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