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"The Internet has enabled new forms of large-scale collaboration. Voluntary contributions by large numbers of users and co-producers lead to new forms of production and innovation, as seen in Wikipedia, open source software development, in social networks or on user-generated content platforms as well as in many firm-driven Web 2.0 services. Large-scale collaboration on the Internet is an intriguing phenomenon for scholarly debate because it challenges well established insights into the governance of economic action, the sources of innovation, the possibilities of collective action and the social, legal and technical preconditions for successful collaboration. Although contributions to the debate from various disciplines and fine-grained empirical studies already exist, there still is a lack of an interdisciplinary approach"--Publisher's description.
Swarm Creativity introduces a powerful new concept-Collaborative Innovation Networks, or COINs. Its aim is to make the concept of COINs as ubiquitous among business managers as any methodology to enhance quality and competitive advantage. The difference though is that COINs are nothing like other methodologies. A COIN is a cyberteam of self-motivated people with a collective vision, enabled by technology to collaborate in achieving a common goal--n innovation-by sharing ideas, information, and work. It is no exaggeration to state that COINs are the most productive engines of innovation ever. COINs have been around for hundreds of years. Many of us have already been a part of one without knowing it. What makes COINs so relevant today, though is that the concept has reached its tipping point-thanks to the Internet and the World Wide Web. This book explores why COINS are so important to business success in the new century. It explains the traits that characterize COIN members and COIN behavior. It makes the case for why businesses ought to be rushing to uncover their COINs and nurture them, and provides tools for building organizations that are more creative, productive and efficient by applying principles of creative collaboration, knowledge sharing and social networking. Through real-life examples in several business sectors, the book shows how to leverage COINs to develop successful products in R & D, grow better customer relationships, establish better project management, and build higher-performing teams. In short, this book answers four key questions: Why are COINs better at innovation? What are the key elements of COINs? Who are the people that participate in COINs and how do they become members? And how does an organization transform itself into a Collaborative Innovation Network?
"This reference provides a review of the academic and popular literature on the relationship between communications and media studies, cinema, advertising, public relations, religion, food tourism, art, sports, technology, culture, marketing, and entertainment practices"--Provided by publisher.
The pervasiveness of and universal access to modern Information and Communication Technologies has enabled a popular new paradigm in the dissemination of information, art, and ideas. Now, instead of relying on a finite number of content providers to control the flow of information, users can generate and disseminate their own content for a wider audience. Open Source Technology: Concepts, Methodologies, Tools, and Applications investigates examples and methodologies in user-generated and freely-accessible content available through electronic and online media. With applications in education, government, entertainment, and more, the technologies explored in these volumes will provide a comprehensive reference for web designers, software developers, and practitioners in a wide variety of fields and disciplines.
Explores the ongoing transformation of service relationships, focusing on the incorporation of the customer's active contribution to virtually all aspects and stages of the production process. This volume illuminates social relations and interaction between customers and service providers as well as between the users of web-based services.
Companies have to innovate to stay competitive, and they have to collaborate with other organizations to innovate effectively. Although the benefits of "open innovation" have been described in detail before, underlying mechanisms how companies can be successful open innovators have not be understood well. A growing community of innovation management researchers started to develop different frameworks to understand open innovation in a more systematic way. This book provides a thorough examination of research conducted to date on open innovation, as well as a comprehensive overview of what will be the most important, most promising and most relevant research topics in this area during the next decade. "Open Innovation: Researching a new paradigm" (OUP 2006) was the first initiative to bring open innovation closer to the academic community. Open innovation research has since then been growing in an exponential way and research has evolved in different and unexpected directions. As the research field is growing, it becomes increasingly difficult for young (and even experienced scholars) to keep an overview of the most important trends in open innovation research, of the research topics that are most promising for the coming years, and of the most interesting management challenges that are emerging in organizations practicing open innovation. In the spirit of an open approach to innovation, the editors have engaged other scholars and practitioners to contribute some of their interesting insights in this book.Companies have to innovate to stay competitive, and they have to collaborate with other organizations to innovate effectively. Although the benefits of "open innovation" have been described in detail before, mechanisms underlying how companies can be successful "open innovators" have not be understood well. A growing community of innovation management researchers started to develop different frameworks to understand open innovation in a more systematic way.
This groundbreaking Handbook is a collection of the most recent research in innovation and creativity as it applies to marketing management. It uniquely combines the work of innovation and creativity scholars in the same book.
EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.
This Brief presents new approaches and innovative challenges to address bringing technology into community-oriented policing efforts. “Community-oriented policing” is an approach that encourages police to develop and maintain personal relationships with citizens and community organizations. By developing these partnerships, the goal is to enhance trust and legitimacy of police by the community (and vice versa), and focus on engaging the community crime prevention and detection efforts for sustainable, long-term crime reduction. The contributions to this volume emphasize the societal implications of new technologies for community-oriented policing goals, such as: -Strengthening community policing principles through strengthed community feeling and lower feeling of insecurity - Reducing the fear of crime and enhancing the perception of security in large, urban environments -Enhancing citizens feelings' of empowerment, belonging, and collective efficacy Contributions to this volume were developed out of the Next Generation Community Policing (NGCP) International Conference was co-organized by nine contributing research and development projects, funded by the Horizon 2020 SECURITY Program of the European Commission. It will be of interest to researchers in criminology and criminal justice, as well as related fields such as sociology, public health, security, IT and public policy.
Branded entertainment is gaining popularity within marketing communications strategies. Blurring the lines between advertisements and editorial content, branded marketing provides advertisers and consumers with highly engaging media content that benefits them both. Engaging Consumers through Branded Entertainment and Convergent Media provides an interdisciplinary approach to connecting with the consumer through branding strategies in the entertainment and media fields. Featuring information regarding emergent research and techniques, this publication is a critical reference source for academics, university teachers, researchers and post-graduate students, as well as universities, advertising agencies, marketing directors, brand managers, and professionals interested in the usage and benefits of branded entertainment.