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This book provides theoretical and practical backgrounds for the digital creativity management and related Agent-Based Modeling (ABM) results on the basis of a set of realistic assumptions in which several topics such as knowledge network, diversity, individual creativity, team creativity, exploration and exploitation, and organizational creativity are discussed. Until now, there has been no clear-cut methodology by which creativity management can be articulated and materialized into the business process management within companies and corporate performance. Though many approaches have been proposed to tackle the creativity research issues, this book adopts a new approach which assumes that the network structure formulated by interrelationships among team members decides individual creativity and team creativity as well, and ABM-based simulations lead to robust analysis of corporate performance over time. Typical examples of network structure under consideration in this study are degree centrality and structural hole (an opportunity to broker the flow of information between people, and control the projects that bring together people from opposite sides of the hole). This book suggests detailed analysis of source code used in implementing a prototype digital creativity simulation engine with related snap-shots and ABM results, so that readers can understand hard core of how to design and implement ABM tasks related to target problems, and extract implications from the ABM results.
As the use of digital technology has grown, so necessarily has the body of research into its effects at the personal, group and organizational levels, but there is no one book that looks at how digital technology has specifically influenced creativity. Digital Creativity: Individuals, Groups, and Organizations discusses all spectrums of influence that digital technologies have on creativity from the individual, team, and organization level. This book offers a new kind of creativity model encompassing all three levels of creativity. It combines each level into a unified creativity framework in which organizations regardless of their industry types could benefit in reengineering their business processes as well as strategies. For this purpose, the book considers various factors that would affect creativity- individuals' digital efficacy, heterogeneity among members (i.e., age, gender, races, tenure, education, and culture, etc), CMC (Computer-Mediated Communication), task complexity, exploitation, exploration, culture, organizational learning capability, and knowledge networks among members. This book introduces a theorized and systematic glimpse into the exciting realm of digital creativity. It is organized with contents starting from individuals to teams and ultimately to organizations, each with various techniques and cases. Each chapter shows how individuals, teams, and organizations can become more creative through use of digital technologies.
The proceedings of the "Economics and Business Competitiveness International Conference" (EBCICON) provides a selection of papers, either research results or literature reviews, on business transformation in the digital era. Nine major subject areas, comprising accounting and governance, customer relations, entrepreneurship, environmental issues, finance and investment, human capital, industrial revolution 4.0, international issues, and operations and supply chain management are presented in the proceedings. These papers will provide new insights into the knowledge and practice of business and economics in the digital era. Therefore, parties involved in business and economics such as academics, practitioners, business leaders, and others will be interested in the contents of the proceedings.
Creativity must be turned into innovation that adds value and leads to strategic action. Innovation is often associated with Silicon Valley, expensive research and development departments, and expensive commercialization that primarily benefits a small portion of the world’s population. A small portion of the world’s population working together to solve wicked green problems is not enough either. Green creativity and eco-innovation are necessary to help solve green problems by making products and services available and affordable to the masses. Multidisciplinary Approaches in AI, Creativity, Innovation, and Green Collaboration focuses on the importance of green creativity, eco-innovation, and collaboration to create a more sustainable world. It builds on the available literature and joint expertise in the field of management while providing further research opportunities in this dynamic field. Covering topics such as eco-leadership, green marketing, and social responsibility communication, this premier reference source is a comprehensive and timely resource for government officials, decision makers, business leaders and executives, students and educators of higher education, librarians, researchers, and academicians.
In the 21st century, advancements in the digital world are bringing about rapid waves of change in organizational management. As such, it is increasingly imperative to discover ways for businesses to adapt to changes in the markets and seize various digital marketing opportunities. Improving Business Performance Through Innovation in the Digital Economy is an essential reference source for the latest research on the impact of digital computing. It investigates new economic and entrepreneurial approaches to enhancing community development. Featuring research on topics such as business ethics, mobile technology, and cyber security, this book is ideally designed for knowledge workers, business managers, executives, entrepreneurs, small and medium enterprise managers, academicians, researchers, students, and global leaders seeking coverage on the management of sustainable enterprises.
This research-based book investigates the effects of digital transformation on the cultural and creative sectors. Through cases and examples, the book examines how artists and art institutions are facing the challenges posed by digital transformation, highlighting both positive and negative effects of the phenomenon. With contributions from an international range of scholars, the book examines how digital transformation is changing the way the arts are produced and consumed. As relative late adopters of digital technologies, the arts organizations are shown to be struggling to adapt, as issues of authenticity, legitimacy, control, trust, and co-creation arise. Leveraging a variety of research approaches, the book identifies managerial implications to render a collection that is valuable reading for scholars involved with arts and culture management, the creative industries and digital transformation more broadly.
This edited book explores the digital challenge for cultural-creative organizations and industries, and its impact on production, meaning-making, consumption and valuation of cultural-creative products and experiences. Discussing digital changes such as user-generated content, social media, business model innovation and product development, the chapters challenge deep-seated definitions of creative individuals, organizations and industries, offering insights into how this creative aspect is argued and legitimized. Placing an emphasis on research that deals with the digital challenge, this collection theorizes its significance for the nature and dynamics of creative industries as well as its impact on the mediation of experiences and the creation and consumption of cultural-creative products.
Ten chapters discuss key aspects of advanced PLS analysis and its practical applications, covering new guidelines and improvements in the use of PLS-PM as well as various individual topics.