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Now showing items 62-81 of 142
  • Kowalkowski, Christian; Kindström, Daniel; Gebauer, Heiko (Emerald Group Publishing Ltd., 2013)
    Purpose – Information and communication technology (ICT) is a key enabler for new product- and process-oriented services. The article investigates how ICT can enable service differentiation and in doing so act as a catalyst for a service business orientation. Design/methodology/approach – A qualitative, multi-case research design with eight multinational goods manufacturers. Findings –Two distinct types of service-oriented differentiation are identified; services in support of the product (SSP), and services in support of the client’s actions (SSC). The study finds that SSC have the largest positive impact on firms’ service business orientation. Research limitations/implications – Western firms in a limited sample of industries are studied. Furthermore, the service business orientation construct does not include any measurements of service profitability or impact on overall competitive advantage. Practical implications – To various extend, successful firms are likely to pursue both SSP and SSC differentiation traits through ICT. The two options are interdependent and the framework presented helps managers to understand both key specificities and their interrelatedness. Originality/value – The study contributes to theory on service strategies by specifically focusing on the enabling role of ICT for new services and its effects on each of the three dimensions of the service business orientation construct.
  • Antell, Jan; Korkeamäki, Timo (University of Vaasa, 2014)
  • Lindman, Juho; Kinnari, Tomi; Rossi, Matti (2014-01-06)
  • Edvardsson, Bo; Holmlund, Maria; Strandvik, Tore (Elsevier Inc., 2008)
  • Laakso, Mikael; Nyman, Linus Morten (Talent First Network, 2014)
    The video game industry offers insights into the significance of standards and platforms. Furthermore, it shows examples of how new entrants can offer innovative services, while reducing their own risk, through bridging the boundaries between standards. Through an exploration of both past and present, this article aims to serve as a primer for understanding, firstly, the technological standards and platforms of the video game industry, and secondly, the recent innovations within the video game industry that have enabled products to be made available across platforms.
  • Widenius, Michael; Nyman, Linus Morten (Talent First Network, 2013-06)
    The benefits of the open source development model have been proven by the test of time; however, making this development model economically feasible can be challenging. In this article, Monty Widenius puts forth a suggestion for a new type of license, which is the result of the lessons learned from decades of work on open source, both as programmer and entrepreneur. The result, “business source”, is a license that seeks to enable a business model that can both harness the benefits of open source while generating sufficient income for the program’s continued development. The business source license automatically changes terms after a given period: an initial non-open source license with specific usage restrictions that transforms to a fully open source license on a specific future date. In this article, we contribute a proposal for a novel license, a set of recommendations for managers, and a sample text of a business source license. This work will be of relevance to four main groups: i) those developing or managing a closed source program but who are interested in the benefits open source offers; ii) those managing open core programs; iii) projects in development; and iv) investors interested in funding open source projects.
  • Cooren, François; Vaara, Eero; Langley, Ann; Tsoukas, Haridimos (Oxford University Press, 2014)
    Abstract: Studying language and communication at work implies that we connect them to the very processes, activities, and practices that constitute organizations or organizational phenomena. We demonstrate in this chapter that language and communication at work can mean many things and that there are a variety of theoretical and methodological approaches that can be used for such analysis. Four characteristic features of such studies are highlighted: (1) interest in the communicative constitution of organization, (2) focus on discursive or communicative practices, (3) emphasis on temporal aspects and dynamics, and (4) placing language and communication in its sociomaterial context. Not all studies can focus on all these aspects, but these features are central in this nascent stream of research.
  • Djelic, Marie Laure; den Hond, Frank (Walter de Gruyter, 2014)
  • Aspara, Jaakko; Chakravarti, Amitav (Emerald Group Publishing Ltd., 2015)
  • Kovacs, Gyöngyi; Spens, Karen (Inderscience Publishers, 2010)
  • Butt, Hilal; Virk, Nader Shahzad (Wiley-Blackwell Publishing Ltd., 2014-03-02)
    This paper presents a simplified single period asset-pricing model adjusted for liquidity and tests it for the Nordic markets. The detailed empirical evidence is presented from Finnish test case. Empirical testing of small yet developed markets is motivated by the increased relevance of the illiquidity effect for illiquid assets/markets. The main evidence reports liquidity risk makes sufficiently larger part of predicted factor risk premium than the market risk, contrary to comparable US evidence. This highlights the ability of liquidity related model betas in capturing the time variation in expected returns across illiquid (Nordic) markets than market beta.
  • Wilén, Kristoffer Bernhard (Vasemmistofoorumi, 2012)
  • Aaltonen, Aleksi (2011)
    How does a new medium create its audience? This study takes the business model of commercial media as its starting point and identifies industrial audience measurement as a constitutive operation in creating the sellable asset of advertising- funded companies. The study employs a qualitative case study design to analyse how a mobile virtual network operator (MVNO) company harnesses digital behavioural records generated by computational network infrastructure to turn network subscribers into an advertising audience product. The empirical evidence is based on a three-months intensive fieldwork at the company office. The analysis reveals comprehensiveness, openness and granularity as the historically new attributes of computational data vis-à-vis traditional audience measurement arrangements. These attributes are then juxtaposed with four kinds of business analytical operations (automatic data aggregation procedures, the use of software reporting tools, organizational reporting practices and custom analyses) observed at the research site to assess how does computational media environment rule key audiencemaking practices. Finally, the implications of this analytical infrastructure are reflected upon three sets of organizational practices. The theoretical framework for the analysis is composed by critically assessing constructivist approaches (SCOT, ANT and sociomateriality) for studying technology and by discussing an approach inspired by critical realism to overcome their limitations with respect to the objectives of the study. The findings contribute toward innovating new digital services, information systems (IS) theory and the study of media audiences. The case opens up considerable complexity involved in establishing a new kind of advertising audience and, more generally, a platform business. Sending out advertisements is easy compared to demonstrating that somebody is actually receiving them. The three computational attributes both extend and provide summative validity for mid-range theorizing on how computational objects mediate organizational practices and processes. Finally, the analysis reveals an interactive nature of digital audience stemming from the direct and immediate behavioural feedback in an audiencemaking cycle.
  • Diaz Ruiz, Carlos; Kowalkowski, Christian (Elsevier Inc., 2014)
    A central question in industrial marketing is whether the form in which the external environment of a firm is represented influences the marketing strategy. This influence has been studied generally through case study research, and quantitative evidence is limited. In response to this limitation, this paper reports on a quasi-experiment investigating whether market representations have a constructive aspect in business. Empirically, this study compares two types of ostensive and performative market representations—service focus and product differentiation—in order to test for influence exacted by industrial marketing on strategies. Results indicate that service focus is selected when market representations rely on agency in firms (i.e., performative), and product strategies are selected when structures are emphasized (i.e., ostensive). This paper contributes to methodology development by expanding the link between a case study approach and quasi-experiments explaining how quasi-experiments can replicate findings in industrial marketing.
  • Lindman, Juho; Rossi, Matti; Puustell, Anna (I E E E, 2011-08)
    Choosing Open Source Software License and Corresponding Business Model
  • Spens, Karen; Kovacs, Gyöngyi (Emerald Group Publishing, 2012)
  • Edvardsson, Bo; Kowalkowski, Christian; Strandvik, Tore; Voima, Päivi (Emerald Group Publishing Ltd., 2014)