21,084 research outputs found

    Mobile Social Media as a Strategic Capability: Expanding Opportunties Social Media Has to Offer to B2B Firms

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    Mobile social media (MSM), an interaction, exchange of information and creation of user-generated content, mediated by mobile devices is becoming the locomotive that drives forward evolution of online world. So far, limited number of academic studies touched upon the MSM subject with all the papers being of conceptual nature. No empirical evidence is available to prove whether and how firms utilise MSM for their best advantage. This paper addresses this gap by employing the grounded theory approach (GT) to analyse interviews conducted in twenty-six B2B firms. This study found that eighteen firms use mobile technology primarily as a platform to access social media sites, understand canons of MSM consumption and utilise MSM as a strategic capability to reinforce the strategic position of a firm. Our data illustrates that the MSM strategic capability includes four main activities: (1) market sensing; (2) managing relationships; (3) branding and (4) developing content. These activities can results in the decreased research and development spendings without sacrificing innovativeness because MSM is a valuable source of information about the market and a source of ideas for new products/services. In practical terms firms can examine MSM activities and decide whether there is an opportunity to utilise MSM advantageously

    Exploring the role of professional associations in collective learning in London and New York's advertising and law professional service firm clusters.

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    The value of regional economies for collective learning has been reported by numerous scholars. However often work has been criticised for lacking analytical clarity and failing to explore the architectures of collective learning and the role of the knowledge produced in making firms in a cluster economy successful. This paper engages with these problematics and investigates how collective learning is facilitated in the advertising and law professional service firm clusters in London and New York. It explores the role of professional associations and investigates how they mediate a collective learning process in each city. It argues that professional associations seed urban communities of practice that emerge outside of the formal activities of professional associations. In these communities individual with shared interests in advertising and law learn from one-another and are therefore able to adapt and evolve one-another approaches to common industry challenges. The paper suggests this is another form of the variation Marshall highlighted in relation to cluster-based collective learning. The paper also shows how the collective learning process is affected by the presence, absence and strength of an institutional thickness. It is therefore argued that a richer understanding of institutional affects is needed in relation to CL

    Future skills issues affecting industry sectors in Wales: management and IT skills issues

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    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Information Outlook, April 2007

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    Volume 11, Issue 4https://scholarworks.sjsu.edu/sla_io_2007/1003/thumbnail.jp

    The dynamics of managing people in the diverse cultural and institutional context of Africa

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    Purpose The purpose of this article is to introduce the special issue which considers some of the contemporary debates in managing people in Africa. Design/methodology/approach The papers that constitute this special issue were selected from submissions to various events hosted by the Africa Research Group, a community of scholars committed to researching Africa, and from a more general call for submissions. Findings The papers highlight the changing picture of the African organisational landscape and provide both theoretical and empirical insights about the opportunities and challenges of managing people in a culturally complex continent. Originality/value Taken together, the papers make an important contribution by engaging current debates and demonstrating potential new areas for further research

    "We are always after that balance":managing innovation in the new digital media industry

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    The pressure to innovate is growing as technology cycles change more rapidly. Organisations need to balance exploration and exploitation effectively if they are to heed the innovation imperative. Organisational ambidexterity is proposed as a means to achieve such balance with structural or contextual ambidexterity as possible choices. Yet how organisations become ambidextrous is an as yet underresearched area, and different industry sectors may pose different innovation challenges. Using the case study method, this paper examines how a computer games company responds to an industry-specific innovation challenge and how it endeavours to balance exploration and exploitation. The findings suggest that ambidexterity is difficult to achieve, and is fraught with organisational tensions which might eventually jeopardise the innovation potential of a company. The paper suggests that more qualitative research is needed to further our understanding of innovation challenges, innovation management and organisational ambidexterity

    The skills agenda : issues for post-16 providers

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    Neo-Marshallian Nodes, Global Networks and Firm Competitiveness: The Media Cluster of Central London

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    The recent emphasis by some business scholars on processes taking place within locally-embedded production systems seems to undervalue the dynamics of global competition and the role played by TNCs in mobilising tangible and intangible assets across localised clusters. Using the external linkages of firms as the theoretical framework, this paper examines the interplay between global and local influences on the competitiveness of the cluster of media firms in Central London. The main findings are that the locality indeed plays a vital role in influencing the capabilities of these firms, but it is by no means the only relevant geographic area. This localised cluster is bound tightly into world-wide webs of interdependence, with TNCs playing a major role in mediating between local and global linkages. The latter are vital for the ability of the firms studied to compete successfully in international markets.
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