47,001 research outputs found
"A step into the abyss" Transmedia in the UK Games and Television Industries
This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence
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Future of the Internet of Services for Industry: the ServiceWeb 3.0 Roadmap
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Digital entrepreneurship in a resource-scarce context: A focus on entrepreneurial digital competencies
Purpose – Thepurpose of this paper is to criticallyexplorehow context asan antecedent to entrepreneurial digital competencies (EDCs) influences digital entrepreneurship in a resource-scarce environment.
Design/methodology/approach – The data comprises semi-structured interviews with 16 digital entrepreneurs, as owner-managers of small digital businesses in Cameroon.
Findings – The results reveal the ways in which EDCs shape the entry (or start-up) choices and post-entry strategic decisions of digital entrepreneurs in response to context-specific opportunities and challenges associated with digital entrepreneurship.
Research limitations/implications – The data comes from one African country and 16 digital businesses thus the research setting limits the generalisability of the results.
Practical implications – This paper highlights important implications for encouraging digital entrepreneurship by focussing on institutional, technology and local dimensions of context and measures to develop the entrepreneurial and digital competencies. This includes policy interventions to develop the information and communication technology (ICT) infrastructure, transport and local distribution infrastructure, and training opportunities to develop the EDCs of digital entrepreneurs.
Originality/value – Whereas the capabilities to adopt and use ICTs and the internet by small businesses have been examined, this is among the first theoretically sensitised study linking context, EDCs and digital entrepreneurship
Paving the way to e-services: Innovation through online games
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services
DRMs, Innovation and Creation
DRMs are intellectual property institutions. They transpose the empirical principle of copyright, which implicitly recognizes that specific ownership rules should be attached to non scientific creation, into the digital era. The legal protection of DRMs, a private means of enforcing content excludability, participates in the "privatization" of copyright protection. This, in turn, means that a proprietary software — governed by intellectual property rights, reinforced by public law — becomes the key to the vertical relations shaped by exclusive copyright. DRMs consequently represent a major stake in the competition to capture network effects in the content distribution vertical chaincopyright; distribution; DRMs; network effects
Internet Predictions
More than a dozen leading experts give their opinions on where the Internet is headed and where it will be in the next decade in terms of technology, policy, and applications. They cover topics ranging from the Internet of Things to climate change to the digital storage of the future. A summary of the articles is available in the Web extras section
Living labs as a driver for change in regional television
Traditional television production and distribution organizations are increasingly being challenged by a rapidly changing technological environment. These evolutions force the television industry to leave their comfort zone. This context in mind, regional television broadcasters often lack the resources, knowledge and organizational flexibility to cope with this external pressure. In this paper, we discuss the use of Living Labs as ‘innovation intermediaries’ and ‘change facilitators’ that foster and enable user-centric innovation development processes, both inside and outside the organization. This phenomenon is approached from both an open innovation and a user innovation point of view. This paper considers Living Labs as open innovation ecosystems, enabling organizations to reach out and collaborate with their (potential) audience and other external actors, but also as an open ‘battle arena’ for the organization itself. The Living Lab process governs different expectations and enables conflicting opinions to come together and to steadily grow towards a mutual solution. Moreover, the innovation development process in the Living Lab seems to have innovation spill-over effects on the organizational level, catalyzing a broader organizational change
CHORUS Deliverable 4.5: Report of the 3rd CHORUS Conference
The third and last CHORUS conference on Multimedia Search Engines took place from the 26th to the 27th of May 2009 in Brussels, Belgium. About 100 participants from 15 European countries, the US, Japan and Australia learned about the latest developments in the domain. An exhibition of 13 stands presented 16 research projects currently ongoing around the
world
Network industries in the new economy
In this paper we discuss two propositions: the supply and demand of knowledge, and network externalities. We outline the characteristics that distinguish knowledge- intensive industries from the general run of manufacturing and service businesses. Knowledge intensity and knowledge specialisation has developed as markets and globalisation have grown, leading to progressive incentives to outsource and for industries to deconstruct. The outcome has been more intensive competition. The paper looks at what is potentially the most powerful economic mechanism: positive feedback, alternatively known as demand-side increasing returns, network effects, or network externalities. We present alternative demand curves that incorporate positive feedback and discuss their potential economic and strategic consequences. We argue that knowledge supply and demand, and the dynamics of network externalities create new situations for our traditional industrial economy such that new types of economies of scale are emerging and "winner takes all" strategies are having more influence. This is the first of a pair of papers. A second paper will take the argument further and look at the nature of firms' strategies in the new world, arguing that technology standards, technical platforms, consumer networks, and supply chain strategies are making a significant contribution to relevant strategies within the new economy
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