1,712 research outputs found

    New media practices in India: bridging past and future, markets and development

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    This article provides a review of the academic and popular literature on new media practices in India, focusing on the country’s youth's use of mobile phones and the Internet, as well as new media prosumption. One particular feature of the Indian case is the confluence of commercial exploitation of new media technologies and their application for development purposes in initiatives that aim to bring these technologies to marginalized segments of the Indian population. Technology usage in turn is shaped by the socioeconomic location of the user, especially in regards to gender and caste. The potential of new media technologies to subvert such social stratifications and associated norms has inspired much public debate, which is often carried out on the Internet, giving rise to an online public sphere. In all of the writings reviewed here, the tension surrounding new media technologies as a meeting place of the old and the new in India is paramount

    Designing Scalable Business Models

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    Digital business models are often designed for rapid growth, and some relatively young companies have indeed achieved global scale. However despite the visibility and importance of this phenomenon, analysis of scale and scalability remains underdeveloped in management literature. When it is addressed, analysis of this phenomenon is often over-influenced by arguments about economies of scale in production and distribution. To redress this omission, this paper draws on economic, organization and technology management literature to provide a detailed examination of the sources of scaling in digital businesses. We propose three mechanisms by which digital business models attempt to gain scale: engaging both non- paying users and paying customers; organizing customer engagement to allow self- customization; and orchestrating networked value chains, such as platforms or multi-sided business models. Scaling conditions are discussed, and propositions developed and illustrated with examples of big data entrepreneurial firms

    Working to consume: consumers as the missing link in the division of labour

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    This paper argues that the work of consumers is a significant and constantly developing field of work, and proposes a conceptual framework for understanding consumption work as part of the division of labour. The labour associated with consumption is not new, but has been rapidly expanding in recent years as a consequence of both socio-economic change and technical innovation. Few goods or services are delivered ?complete? to consumers in the sense of being ready for use without further activity, yet the role of consumers in completing a system of provision is rarely acknowledged in theories of either work or consumption. Recognition of the interdependence between the work undertaken prior to and after the purchase of goods and services problematises any assumption that all post-purchase activity comprises consumption and calls for a conception of the division of labour that extends from the market and world of paid employment to encompass also the usually unpaid labour of the end user. Consumption work is defined as ?all work undertaken by consumers necessary for the purchase, use, re-use and disposal of consumption goods?. Its key characteristics are delineated using examples from everyday life, and the approach towards it is distinguished from the practices and theories of consumption, domestic labour, and co-production/prosumption. The paper draws on current international comparative research in three socio-economic fields of activity (the work of food preparation, the installation of broad band and household recycling of waste) to illustrate its main arguments and explore the varieties of consumption work, their shaping by prevailing systems of provision, and their place within the division of labour

    Prosuming, or when customers turn collaborators: coordination and motivation of customer contribution

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    This article investigates the phenomenon of increasing integration of customers and users into the organizational creation of value, focusing primarily on the dissolving boundaries between production and consumption. Concepts such as "prosuming", the "working customer", "produsing" and "interactive value creation" have been used to describe this phenomenon. Within the framework of a research project at the Goethe-University Frankfurt/Main, this debate was investigated theoretically as well as empirically in three case studies. The research question is as follows: Why do customers participate in "new types of prosuming" or "interactive value creation" and how are these processes coordinated by the firms? The results show a considerable range of motives and forms of coordination: The customers’ primary motives to voluntarily assume tasks and activities were both intrinsic and extrinsic in nature. The organizational models identified range from strategies of rationalization to prosuming as a basic business model to the collaborative and interactive value creation between the company and the web-community

    Human-artificial intelligence systems: How human survival first principles influence machine learning world models

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    World models is a construct that is used to represent internal models of the world. It is an important construct for human-artificial intelligence systems, because both natural and artificial agents can have world models. The term, natural agents, encompasses individual people and human organizations. Many human organizations apply artificial agents that include machine learning. In this paper, it is explained how human survival first principles of interactions between energy and entropy influence organization’s world models, and hence their implementations of machine learning. First, the world models construct is related to human organizations. This is done in terms of the construct’s origins in psychology theory-building during the 1930s through its applications in systems science during the 1970s to its recent applications in computational neuroscience. Second, it is explained how human survival first principles of interactions between energy and entropy influence organizational world models. Third, a practical example is provided of how survival first principles lead to opposing organizational world models. Fourth, it is explained how opposing organizational world models can constrain applications of machine learning. Overall, the paper highlights the influence of interactions between energy and entropy on organizations’ applications of machine learning. In doing so, profound challenges are revealed for human-artificial intelligence systems

    The ethics of uncertainty for data subjects

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    Modern health data practices come with many practical uncertainties. In this paper, I argue that data subjects’ trust in the institutions and organizations that control their data, and their ability to know their own moral obligations in relation to their data, are undermined by significant uncertainties regarding the what, how, and who of mass data collection and analysis. I conclude by considering how proposals for managing situations of high uncertainty might be applied to this problem. These emphasize increasing organizational flexibility, knowledge, and capacity, and reducing hazard

    Motivation-oriented Architecture Modelling for e-Healthcare Prosumption

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    The enterprise architecture (EA) is a coherent and consistent set of principles and rules that guide system design. In EA modelling methods, an enterprise is identified with institution, business or administrative unit, a firm or an industrialized region. Enterprise architecture is also considered as strategic information assets, which determine the business mission, the technology necessary to perform the mission, the transitional processes for implementing new technologies in response to the changing mission needs. In this paper, the human i.e., stakeholders\u27 roles are emphasized as well as the motivation orientation in the enterprise architecture development is discussed. The following questions are formulated: who is the stakeholder of the EA, who is accountable and responsible for EA development, and what goals, constraints, and values are realized in the stakeholder activities\u27 processes for the organization mission and vision by example of e-healthcare prosumption system

    Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers

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    Esports games can be seen as platform based prosumption experiences as players co-produce their media experiences through play. This can be viewed as peer-to-peer prosumption where users create value between themselves for emotional and social outcomes. Smurfing represents a form of play where higher skilled users compete with lower skilled players through an alternative account that ensures a mismatch in skill abilities. Through an auto-netnographic approach augmented with interviews on the CS:GO matchmaking platform, this paper provides new insights on a common practice that has received little attention to date. Three key themes were identified that illustrate that this complex phenomenon should not always be framed in a negative fashion. Smurfing should be understood as embedded within peer-to-peer prosumer platforms, driven by complex motivations and framed as cheating according to perspective. The concept has value for further study in gaming and esports with wider implications for the digital society
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