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1 – 10 of over 2000
Article
Publication date: 7 August 2017

Zhi Dong and Tien Foo Sing

The purpose of this paper is to examine developers’ optimal development timing when developers are heterogeneous and have different marginal costs in a real estate development…

Abstract

Purpose

The purpose of this paper is to examine developers’ optimal development timing when developers are heterogeneous and have different marginal costs in a real estate development market.

Design/methodology/approach

This study uses a multiple-player game theoretic real option model and provides tractable results of asymmetric development strategies from a two-stochastic-variable model. Anecdotal evidence and market observations are presented.

Findings

Stronger developers (with low marginal costs) exercise real estate development options earlier than weaker developers (with high marginal costs). However, the interval time between developments by stronger and weaker developers decreases in rental volatilities. Real estate with a high positive externality are developed earlier than real estate with a low or negative externality.

Practical implications

Weaker and smaller developers are advised to undertake projects having positive externalities from vicinities. Government agencies are recommended to use tools of zoning and urban planning to prioritise developments introducing positive externalities and to facilitate the growth of weaker and smaller developers. This may subsequently help reduce incentive for land banking and oversupply in real estate space market.

Originality/value

This research is probably the first to explicitly incorporate developers’ heterogeneous strength in real estate development timing options with multiple developers in a competitive market. It sheds additional insights into the understanding of potential problems of development cascades, under the interactive effects between exogenous policy changes and endogenous response from asymmetric developers.

Details

Journal of Property Investment & Finance, vol. 35 no. 5
Type: Research Article
ISSN: 1463-578X

Keywords

Article
Publication date: 12 December 2022

Paul Di Gangi, Robin Teigland and Zeynep Yetis

This research investigates how the value creation interests and activities of different stakeholder groups within one open source software (OSS) project influence the project's…

Abstract

Purpose

This research investigates how the value creation interests and activities of different stakeholder groups within one open source software (OSS) project influence the project's development over time.

Design/methodology/approach

The authors conducted a case study of OpenSimulator using textual and thematic analyses of the initial four years of OpenSimulator developer mailing list to identify each stakeholder group and guide our analysis of their interests and value creation activities over time.

Findings

The analysis revealed that while each stakeholder group was active within the OSS project's development, the different groups possessed complementary interests that enabled the project to evolve. In the formative period, entrepreneurs were interested in the software's strategic direction in the market, academics and SMEs in software functionality and large firms and hobbyists in software testing. Each group retained its primary interest in the maturing period with academics and SMEs separating into server- and client-side usability. The analysis shed light on how the different stakeholder groups overcame tensions amongst themselves and took specific actions to sustain the project.

Originality/value

The authors extend stakeholder theory by reconceptualizing the focal organization and its stakeholders for OSS projects. To date, OSS research has primarily focused on examining one project relative to its marketplace. Using stakeholder theory, we identified stakeholder groups within a single OSS project to demonstrate their distinct interests and how these interests influence their value creation activities over time. Collectively, these interests enable the project's long-term development.

Details

Information Technology & People, vol. 36 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 1 March 1994

Paul Quintas

Explores the idea of trajectories of innovation in software development.Patterns of Innovation are analysed within social and institutionalcontexts, and within the context of…

1601

Abstract

Explores the idea of trajectories of innovation in software development. Patterns of Innovation are analysed within social and institutional contexts, and within the context of changes in the ways computer technology is used. Three main trajectories of innvation in software development are discussed: technical change (e.g. languages, techniques, tools, methods); organizational and managerial change; and commodification (the substitution of packaged products for custom development). Sub‐trajectories are also described. Concludes that the scope and heterogeneity of software development activity has supported the formation of a number of different and competing trajectories which lead to quite different conclusions about the future of software development.

Details

Information Technology & People, vol. 7 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Abstract

Details

Online Information Review, vol. 38 no. 6
Type: Research Article
ISSN: 1468-4527

Article
Publication date: 23 February 2024

Marco Marabelli and Pamela Lirio

The metaverse, through artificial intelligence (AI) systems and capabilities, allows considerable data analysis in the workplace, largely exceeding traditional people analytics…

Abstract

Purpose

The metaverse, through artificial intelligence (AI) systems and capabilities, allows considerable data analysis in the workplace, largely exceeding traditional people analytics data collection. While concerns over surveillance and issues associated with privacy and discrimination have been raised, the metaverse has the potential to offer opportunities associated with fairer assessment of employee performance and enhancement of the employee experience, especially with respect to gender and race, inclusiveness and workplace equity. This paper aims at shedding light on the diversity, equity and inclusion (DEI) opportunities and challenges of implementing the metaverse in the workplace, and the role played by AI.

Design/methodology/approach

This paper draws on our past research on AI and the metaverse and provides insights addressed to human resources (HR) scholars and practitioners.

Findings

Our analysis of AI applications to the metaverse in the workplace sheds light on the ambivalent role of and potential trade-offs that may arise with this emerging technology. If used responsibly, the metaverse can enable positive changes concerning the future of work, which can promote DEI. Yet, the same technology can lead to negative DEI outcomes if implementations occur quickly, unsupervised and with a sole focus on efficiencies and productivity (i.e. collecting metrics, models etc.).

Practical implications

Managers and HR leaders should try to be first movers rather than followers when deciding if (or, better, when) to implement metaverse capabilities in their organizations. But how the metaverse is implemented will be strategic. This involves choices concerning the degree of invasive/pervasive monitoring (internal) as well as make or buy decisions concerning outsourcing AI capabilities.

Originality/value

Our paper is one among few (to date) that discusses AI capabilities in the metaverse at the intersection of the HR and information systems(IS) literature and that specifically tackles DEI issues. Also, we take a “balanced” approach when evaluating the metaverse from a DEI perspective. While most studies either demonize or celebrate these technologies from an ethical and DEI standpoint, we aim to highlight challenges and opportunities, with the goal to guide scholars and practitioners towards a responsible use of the metaverse in organizations.

Details

Personnel Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0048-3486

Keywords

Article
Publication date: 13 November 2017

Maria Jell-Ojobor and Josef Windsperger

The governance structure of international franchise firms varies from higher control modes, such as wholly owned subsidiaries and joint venture franchising, to lower control…

1802

Abstract

Purpose

The governance structure of international franchise firms varies from higher control modes, such as wholly owned subsidiaries and joint venture franchising, to lower control modes, such as area development and master franchising. Based on organizational economics, strategic management, and international business perspectives, the purpose of this paper is to use the case study analysis to empirically evaluate an integrative model on the franchisor’s choice of international governance modes.

Design/methodology/approach

The study applies qualitative methods, such as in-depth case analysis, to investigate a large set of variables that influence the governance structure decision of the international franchise firm. Specifically, it applies a theory-testing case study with two major competitors in the European automotive rental industry, i.e. Europcar and Sixt. Theory-testing case research is justified by the lack of explanatory research due to the complexity of the franchisor-franchisee relationship phenomena, such as the factors that influence the franchisor’s choice of international governance modes. The investigation of the complex governance structure phenomenon requires a holistic analysis.

Findings

The case study shows that environmental, behavioral, transaction-specific, resource-based (system-specific, market-specific, financial resources), and international strategy considerations are important determinants of the governance mode decision of the international franchise firm.

Research limitations/implications

The study responds to the recent call in organizational economics, marketing, strategic management, and international business literature to develop and test a multi-theoretical framework to explain the governance structure of inter-organizational networks, such as franchise networks.

Originality/value

Few previous studies in international franchising have used more than one theoretical perspective to explain the governance structure of the international franchise firm. This study contributes to the theory-testing case study literature by applying a rigorous method of conducting case research. This includes developing a theoretical framework and a systematic research design. A systematic research design requires a holistic analysis by investigating the international franchise governance modes from a variety of theoretical perspectives which are the organizational economics, strategic management, and the strategy-structure perspective.

Details

International Marketing Review, vol. 34 no. 6
Type: Research Article
ISSN: 0265-1335

Keywords

Article
Publication date: 23 July 2020

Barbara Del Bosco, Roberto Chierici and Alice Mazzucchelli

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and…

Abstract

Purpose

This paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.

Design/methodology/approach

The paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.

Findings

The findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.

Originality/value

This study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.

Details

Journal of Small Business and Enterprise Development, vol. 27 no. 4
Type: Research Article
ISSN: 1462-6004

Keywords

Article
Publication date: 9 June 2022

Philip Tin Yun Lee, Richard Wing Cheung Lui, Michael Chau and Bosco Hing Yan Tsin

This study examines how contributors with different achievement goals participate under the influence of two common motivators/demotivators on crowdsourcing platforms, namely…

194

Abstract

Purpose

This study examines how contributors with different achievement goals participate under the influence of two common motivators/demotivators on crowdsourcing platforms, namely system design features and task nature.

Design/methodology/approach

A free simulation experiment was conducted among undergraduate students with the use of a crowdsourcing platform for two weeks.

Findings

The results indicate that contributors with a strong performance-approach goal get better scores and participate in more crowdsourcing tasks. Contributors with a strong mastery-avoidance goal participate in fewer heterogeneous tasks.

Research limitations/implications

Contributors with different achievement goals participate in crowdsourcing tasks to different extents under the influence of the two motivators/demotivators. The inclusion of the approach-avoidance dimension in the performance-mastery dichotomy enables demonstrating the influence of motivators/demotivators more specifically. This article highlights differentiation between the quality and the quantity of heterogeneous crowdsourcing tasks.

Practical implications

Management is advised to approach performance-approach people if a leaderboard and a point system are incorporated into their crowdsourcing platforms. Also, management should avoid offering heterogeneous tasks to mastery-avoidance contributors. System developers should take users' motivational goals into consideration when designing the motivators in their systems.

Originality/value

The study sheds light on habitual achievement goals, which are relatively stable in comparison to contributors' motives and states. The relationships between achievement goals and motivators/demotivators are more persistent across time. This study informs system designers' decisions to include appropriate motivators for sustained contributor participation.

Details

Information Technology & People, vol. 36 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 June 2010

Indrit Troshani and Andy Lymer

Extensible business reporting language (XBRL) presents new opportunities for integrating the flow of financial information within communities of diverse organizations, thereby…

2541

Abstract

Purpose

Extensible business reporting language (XBRL) presents new opportunities for integrating the flow of financial information within communities of diverse organizations, thereby significantly enhancing the business information supply chain and addressing existing efficiency, accuracy and transparency problems. Vital to its success, XBRL standardization is proving to be challenging. This paper aims to investigate the phenomena that occur when heterogeneous actors interact in attempts to standardize XBRL.

Design/methodology/approach

Drawing upon actor‐network theory (ANT) the authors “follow the actors” participating in the standardization of XBRL in Australia. Supporting qualitative empirical evidence was collected via interviews and reviews of XBRL artifacts and relevant technical documentation.

Findings

The authors confirm the critical role of focal actors in standardizing XBRL in networks of heterogeneous actors. In addition to clear and indispensable value propositions and solid political and financial support, focal actors must also undertake effective problematization which can determine the manner in which interessement unfolds in their network. It is found that separation or even lack of alignment between technical standardization efforts and social and strategic orientation can be detrimental to translation effectiveness and network stability, and therefore, adversely affect standardization outcomes.

Originality/value

By presenting unsuccessful and potentially successful focal actors side by side, the paper contributes to the current body of knowledge by enhancing current understanding of their role in achieving effective translations in XBRL standardization networks. It also provides the most analytical review to date of actor interaction in XBRL standardization in the literature.

Details

Information Technology & People, vol. 23 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 16 April 2024

Hongyu Hou, Feng Wu and Xin Huang

The development of the digital age has made data and information more transparent, enhancing the strategic perspectives of both buyers (strategic waiting) and sellers (price…

Abstract

Purpose

The development of the digital age has made data and information more transparent, enhancing the strategic perspectives of both buyers (strategic waiting) and sellers (price fluctuations) in their decision-making. This research investigates the optimal dynamic pricing strategy of the content product developer in relation to their consideration of consumer fairness concerns to elucidate the impact of consumer fairness concerns on the dynamic pricing strategy of the developer.

Design/methodology/approach

This paper assumes that monopolistic content developers implement a dynamic pricing strategy for the content product. Through constructing a two-period dynamic pricing game model, this research investigates the optimal decisions of the content developer, contingent upon their consideration or disregard of consumer fairness concerns. In the extension section, the authors additionally account for the influence of myopic consumers on these optimal decisions.

Findings

Our findings reveal that the degree of consumer fairness concerns significantly influences the developer’s optimal dynamic pricing decision. When a developer offers content products with lower depth, there is a propensity for the developer to refrain from incorporating consumer fairness concerns into a dynamic pricing strategy. Conversely, in cases where the developer offers a high-depth content product, consumer fairness concerns benefit the developer. Furthermore, our analysis reveals a consistent benefit for the developer from the inclusion of myopic consumers.

Originality/value

Few studies have delved into the conjoined influence of consumer fairness concerns and strategic behavior on dynamic pricing strategy. Our findings indicate that consumer fairness concerns can enhance the efficiency of the value chain for content products under specific conditions. This paper not only enriches the existing literature on dynamic pricing by incorporating consumer fairness concerns theoretically but also offers practical insights. The outcomes of this research can guide content product developers in devising optimal dynamic pricing strategies.

Details

Industrial Management & Data Systems, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0263-5577

Keywords

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