38 research outputs found
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Organizational improvisation: a consolidating review and framework
Organizational improvisation is increasingly recognized as a relevant area of management research. However, the cumulativeness of research on improvisation in organizations remains low. This paper organizes existing contributions on organizational improvisation within a new consolidating framework combining degrees (minor, bounded and structural) and levels (individual, interpersonal and organizational) of improvisation. The proposed degree/level framework allows for reviewing the existing literature on organizational improvisation in the management disciplines of strategy, organizational behaviour, organizational theory, innovation and marketing in a systematic manner. It also exposes potential areas for future research across management disciplines, research areas, organizational settings and industries, and beyond existing metaphors, most notably of jazz and improvisational theatre
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Managerial cognition and the value chain in the digital music industry
Do entrepreneurs construct new cognitive frameworks or adapt existing ones in unstable, transforming industry contexts, and what importance do existing mental models, in particular the value chain, take on for them? The official discourses, mission and vision statements of the 21 most visible online music ventures were analyzed using mixed methods to capture the representations of the digital music industry of the entrepreneurs at their helm. The managerial cognition of digital music entrepreneurs challenges all the dominant logics and industry recipes of the traditional music industry and encounters no cognitive barriers. The cognitive frame of the value chain remains prevalent however in the representations of digital music entrepreneurs, and restrains them from embracing the specificities of the creative industries
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The temporary marketing organization
Increasingly, marketing activity is carried out within temporary organizations, where teams are assembled to complete a specific task within a predetermined timeframe. Such organizations are uniquely suited to promoting various marketing outcomes but are not well understood. From a practical standpoint, their inherent characteristics create organizational challenges which, if not appropriately managed, can compromise performance. Drawing on agency theory and research on embedded ties, we conceptualize these challenges in terms of particular selection and enforcement problems. We identify three different forms of temporary marketing organizations that vary in their selection and enforcement qualities. Next, we develop a conceptual framework which shows the selection and enforcement implications of a temporary organization’s task, timeline and team composition. We also show how selection and enforcement mechanisms have portable qualities and can be “imported” to a given temporary organization, either from a prior temporary organization or from a larger permanent one
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Effective judgmental forecasting in the context of fashion products
We study the conditions that influence judgmental forecasting effectiveness when predicting demand in the context of fashion products. Human judgment is of practical importance in this setting. Our goal is to investigate what type of decision support, in particular historical and/or contextual predictors, should be provided to human forecasters to improve their ability to detect and exploit linear and nonlinear cue-criterion relationships in the task environment. Using a field experiment on new product forecasts in the music industry, our analysis reveals that when forecasters are concerned with predictive accuracy and only managerial judgments are employed, providing both types of decision support data is beneficial. However, if judgmental forecasts are combined with a statistical forecast, restricting the decision support provided to human judges to contextual anchors is beneficial. We identify two novel interactions demonstrating that the exploitation of nonlinearities is easiest for human judgment if contextual data are present but historical data are absent. Thus, if the role of human judgment is to detect these nonlinearities (and the linearities are taken care of by some statistical model with which judgments are combined), then a restriction of the decision support provided would make sense. Implications for the theory and practice of building decision support models are discussed
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Logic combination and performance across occupational communities: the case of French film directors
This article analyzes the effects of logic combination on cultural entrepreneurs' performance in both their original (artistic) and new (business) occupational communities. An analysis of the impact of the director-producer logic combination on artistic and commercial performance in French cinema confirms an asymmetry in outcomes: (1) although performance in the original artistic community is impaired by repeated logic combination (receiving fewer awards), (2) performance in the new business community benefits from logic combination (increased box office returns) as long as directors remain close to the boundary separating their original and new occupational communities
Leveraging analytics to produce compelling and profitable film content
Producing compelling film content profitably is a top priority to the long-term prosperity of the film industry. Advances in digital technologies, increasing availabilities of granular big data, rapid diffusion of analytic techniques, and intensified competition from user generated content and original content produced by Subscription Video on Demand (SVOD) platforms have created unparalleled needs and opportunities for film producers to leverage analytics in content production. Built upon the theories of value creation and film production, this article proposes a conceptual framework of key analytic techniques that film producers may engage throughout the production process, such as script analytics, talent analytics, and audience analytics. The article further synthesizes the state-of-the-art research on and applications of these analytics, discuss the prospect of leveraging analytics in film production, and suggest fruitful avenues for future research with important managerial implications
Examining the generalizability of research findings from archival data
This initiative examined systematically the extent to which a large set of archival research findings generalizes across contexts. We repeated the key analyses for 29 original strategic management effects in the same context (direct reproduction) as well as in 52 novel time periods and geographies; 45% of the reproductions returned results matching the original reports together with 55% of tests in different spans of years and 40% of tests in novel geographies. Some original findings were associated with multiple new tests. Reproducibility was the best predictor of generalizability—for the findings that proved directly reproducible, 84% emerged in other available time periods and 57% emerged in other geographies. Overall, only limited empirical evidence emerged for context sensitivity. In a forecasting survey, independent scientists were able to anticipate which effects would find support in tests in new samples
Examining the generalizability of research findings from archival data
This initiative examined systematically the extent to which a large set of archival research findings generalizes across contexts. We repeated the key analyses for 29 original strategic management effects in the same context (direct reproduction) as well as in 52 novel time periods and geographies; 45% of the reproductions returned results matching the original reports together with 55% of tests in different spans of years and 40% of tests in novel geographies. Some original findings were associated with multiple new tests. Reproducibility was the best predictor of generalizability-for the findings that proved directly reproducible, 84% emerged in other available time periods and 57% emerged in other geographies. Overall, only limited empirical evidence emerged for context sensitivity. In a forecasting survey, independent scientists were able to anticipate which effects would find support in tests in new samples
Implementasi Ragam Hias Nusantara dalam Perancangan Desain Karakter Game Nuswantara
Archipelago decoration is a pattern of beauty that is repeated in works of art influenced by Indonesian culture. Indonesian decorations are reflected in traditional games and have the opportunity to be introduced into modern games. This design aims to create characters with Indonesian decorative patterns that are attractive and can be implemented into Nuswantara games. The design method used in this design is Design Thinking. The data collected comes from project briefs, literature studies, and observations. This design resulted in 6 character sheets and concept art representing the Kutai kingdom, Sriwijaya kingdom, Ancient Mataram kingdom, Singasari kingdom, Majapahit kingdom and Kalinga kingdom. This design also produces supporting media in the form of art books, loading screens and merchandise. After that, a trial phase was carried out with 3 validators, namely the Nuswantara IP holder as the main resource person, the Let's Play project manager, and a professional illustrator. The test results of the designed media show that the design looks attractive and is considered to have met the character design needs of the Nuswantara game well.Ragam hias nusantara merupakan pola keindahan yang berulang dalam karya seni dengan dipengaruhi budaya Nusantara. Ragam hias nusantara tercermin dalam permainan tradisional dan berpeluang untuk diperkenalkan dalam permainan modern. Perancangan ini bertujuan untuk menciptakan karakter dengan corak ragam hias nusantara yang memiliki daya tarik dan dapat diimplementasikan kedalam game Nuswantara. Metode perancangan yang digunakan dalam perancangan ini adalah Design Thinking. Data yang dikumpulkan berasal dari project brief, studi literatur, dan observasi. Perancangan ini menghasilkan 6 character sheet dan concept art yang mewakili kerajaan Kutai, kerajaan Sriwijaya, kerajaan Mataram Kuno, kerajaan Singasari, kerajaan Majapahit, dan kerajaan Kalingga. Perancangan ini juga menghasilkan media pendukung berupa Artbook, loading screen, dan merchandise. Setelah itu dilakukan tahap uji coba kepada 3 validator yakni pemegang IP Nuswantara sebagai narasumber utama, project manager Let's Play, dan ilustrator profesional. Hasil uji coba dari media yang dirancang menunjukkan bahwa desain terlihat menarik dan dinilai telah memenuhi kebutuhan desain karakter game Nuswantara dengan baik