277,018 research outputs found

    Sprei Soulmate (Sutra Organik Super Lembut Anti Alergi) Motivasi Ikarinetti

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    Along with the times and the era of globalization, the human need for information is expanding, especially information technology. People's need for information at this time is very large, people demand speed and ease in accessing the information needed. This is very much in line with the development of information and communication technology, including social media, currently, social media is widely used by the Indonesian people for buying and selling online. The internet has an impact on the emergence of digital advertising trends where Micro, Small and Medium Enterprises (MSMEs) use digital media as a promotional and marketing medium, all digital marketing activities that are currently trending are using social media endorsements to build trust in brands or products that are branded. they wake up. During the COVID-19 pandemic, it had a widespread negative effect on society, thus demanding entrepreneurs to make creative innovations. The Ikarinetti online store has developed marketing with Shopee e-commerce and made bed linen innovation products with motivational words that can be an alternative solution to survive and continue to exist during the COVID-19 pandemic

    A Game-theoretic Model of the Consumer Behavior Under Pay-What-You-Want Pricing Strategy

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    In a digital age where companies face rapid changes in technology, consumer trends, and business environments, there is a critical need for continual revision of the business model in response to disruptive innovation. A pillar of innovation in business practices is the adoption of novel pricing schemes, such as Pay-What-You-Want (PWYW). In this paper, we employed game theory and behavioral economics to model consumers' behavior in response to a PWYW pricing strategy where there is an information asymmetry between the consumer and supplier. In an effort to minimize the information asymmetry, we incorporated the supplier's cost and the consumer's reference prices as two parameters that might influence the consumer's payment decision. Our model shows that consumers' behavior varies depending on the available information. As a result, when an external reference point is provided, the consumer tends to pay higher amounts to follow the social herd or respect her self-image. However, the external reference price can also decrease her demand when, in the interest of fairness, she forgoes the purchase because the amount she is willing to pay is less that what she recognizes to be an unrecoverable cost to the supplier

    Introduction

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    Previous generations might have seen Finland as rural culture, at best adapting ambivalently to the speed, the noise, the lights and, inevitably, the machines, of city life. By the turn of the millennium, however, Finland was routinely being represented as exemplar of a bold and technology-friendly information society  (Castells and Himanen 2002). The excitement has now subsided and export figures have led to a more sombre mood. Yet technology remains a national preoccupation and a tangible element of Finnish life. From an anthropological perspective, technology was always ubiquitous and thoroughly suffused with cultural values. Nevertheless, there is an empirically obvious way in which new technology—specifically in information and communications—is both  ubiquitous and worthy of close attention.   Consequently, we are pleased to present this forum compiled by four Finnish researchers to provide a flavour of what is happening in Finland today. They show that anthropology is gradually also finding a place in Finnish debates on technological innovation. They also demonstrate clearly that the cultural neutrality of  technology and the tendency to collapse ‘technical development’ and ‘progress’ into each other—both recognizable features of public discourse in Finland—are themselves culturally specific habits of thought. Not only that, such habits help to conceal a vast array of social processes which demand closer examination

    User producer interaction in context: a classification

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    Science, Technology and Innovation Studies show that intensified user producer interaction (UPI) increases chances for successful innovations, especially in the case of emerging technology. It is not always clear, however, what type of interaction is necessary in a particular context. This paper proposes a conceptualization of contexts in terms of three dimensions – the phase of technology development, the flexibility of the technology, and the heterogeneity of user populations – resulting in a classification scheme with eight different contextual situations. The paper identifies and classifies types of interaction, like demand articulation, interactive learning, learning by using and domestication. It appears that each contextual situation demands a different set of UPI types. To illustrate the potential value of the classification scheme, four examples of innovations with varying technological and user characteristics are explored: the refrigerator, clinical anaesthesia, video cassette recording, and the bicycle. For each example the relevant UPI types are discussed and it is shown how these types highlight certain activities and interactions during key events of innovation processes. Finally, some directions for further research are suggested alongside a number of comments on the utility of the classification

    Identify Innovative Business Models: Can Innovative Business Models Enable Players to React to Ongoing or Unpredictable Trends?

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    Socioeconomic trends (such as makers, crowdsourcing, sharing economy, gamification) as well as technological trends (such as cloud computing, 3D printing technology, application, big data, TV on demand and the Internet of things) are changing the scenario and creating new opportunities, new businesses and, as a result, new players. The high level of uncertainty caused by the fast speed of innovation technology along with an enormous amount of information difficult to analyse and exploit are characterizing the current framework. On the other hand, businesses such as Netflix – with its 44,000 users and a long tail business model – show a new service based on TV on demand where innovation starts from the convergence between two different industries (TV and the Internet) and spreads on the need of new users. Quirky, with its innovative open business model, is manufacturing new products designed and developed by the community and finally produced with the use of 3D printing technology. While Google in a multi-sided model are giving their new glasses to different developers who build their own application on them, Kickstarter finds its business funders in the crowd, and pays them back with its future products, according to what the organization needs. Another element that adds complexity to the previous framework is the new customer. He or she is showing a social attitude in favour of transparency, openness, collaboration, and sharing. Every second more than 600 tweets are posted on Twitter and around 700 status updates are posted on Facebook. At the same time, people are receiving text messages, e-mails and skype or phone calls and simultaneously consuming TV,radio and print media. In this scenario characterized by trends where employees, funders, customers and partners do not play a stable role but work together with a sort of “platform organization” to create a product or service completely customized for different market niches, how can an organization set up an innovative business model in a defined trend? Is it possible to identify a sort of framework, able to inspire new business models, with an examination of trends? In this article we will use a mix of different approaches to inspire new business model

    "Open Innovation" and "Triple Helix" Models of Innovation: Can Synergy in Innovation Systems Be Measured?

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    The model of "Open Innovations" (OI) can be compared with the "Triple Helix of University-Industry-Government Relations" (TH) as attempts to find surplus value in bringing industrial innovation closer to public R&D. Whereas the firm is central in the model of OI, the TH adds multi-centeredness: in addition to firms, universities and (e.g., regional) governments can take leading roles in innovation eco-systems. In addition to the (transversal) technology transfer at each moment of time, one can focus on the dynamics in the feedback loops. Under specifiable conditions, feedback loops can be turned into feedforward ones that drive innovation eco-systems towards self-organization and the auto-catalytic generation of new options. The generation of options can be more important than historical realizations ("best practices") for the longer-term viability of knowledge-based innovation systems. A system without sufficient options, for example, is locked-in. The generation of redundancy -- the Triple Helix indicator -- can be used as a measure of unrealized but technologically feasible options given a historical configuration. Different coordination mechanisms (markets, policies, knowledge) provide different perspectives on the same information and thus generate redundancy. Increased redundancy not only stimulates innovation in an eco-system by reducing the prevailing uncertainty; it also enhances the synergy in and innovativeness of an innovation system.Comment: Journal of Open Innovations: Technology, Market and Complexity, 2(1) (2016) 1-12; doi:10.1186/s40852-016-0039-
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