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Book part
Publication date: 20 June 2008

Masaaki Kotabe, Janet Y. Murray and Michael J. Mol

Increased global sourcing of manufacturing and service activities has been a prominent part of the restructuring of firms’ supply chains in the 1990s and beyond. Academics and…

Abstract

Increased global sourcing of manufacturing and service activities has been a prominent part of the restructuring of firms’ supply chains in the 1990s and beyond. Academics and consultancy firms have largely supported the view of global sourcing as one of the key drivers of superior performance. As we are now increasingly discovering, the drawbacks of offshore outsourcing – or, put differently, the advantages of vertical integration – have been underestimated or even neglected. In this chapter, we first discuss the need to balance sourcing levels and then how global sourcing levels must achieve a strategic fit with the environment. Finally, we synthesize these balance and fit perspectives to suggest how, over time, changes in the fit alter the required balance in global sourcing. From this synthesis, we develop a number of future research questions related to important conceptual perspectives on sourcing. For managers we provide indications of how they can achieve a balance and a fit of their sourcing strategies.

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International Business Scholarship: AIB Fellows on the First 50 Years and Beyond
Type: Book
ISBN: 978-0-7623-1470-6

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Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Book part
Publication date: 28 August 2020

Matthew Spokes

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Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games
Type: Book
ISBN: 978-1-83867-431-1

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Book part
Publication date: 28 August 2020

Matthew Spokes

Abstract

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Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games
Type: Book
ISBN: 978-1-83867-431-1

Book part
Publication date: 20 August 2020

Paolo Ruffino

This chapter explores what video games can teach us in light of the ongoing sixth mass extinction in the history of our planet, allegedly caused by global warming and the…

Abstract

This chapter explores what video games can teach us in light of the ongoing sixth mass extinction in the history of our planet, allegedly caused by global warming and the over-consumption of vital resources. Games made and played by nonhuman actors can shed light on the situatedness and partiality of our knowledge regarding the boundaries that separate and differentiate human and nonhuman, interactivity and passivity, entertainment and boredom, and life and death. Nonhuman games help us to articulate the space and time in-between these dualisms and have the potential to re-route gaming (and game studies) from false myths of agency, interactivity, and instrumentalism, and the masculinism inherent in these notions. Nonhuman games are companions for earthly survival, and as such they can be taken as useful references when considering a more ethical approach to the ecological crisis of the Anthropocene. The chapter investigates notions of posthumanism, interpassivity, and contemporary critiques of the early assumptions of game studies on the agency of human players. It looks at video games that play by themselves, idle and incremental games, and the emergence of nonplaying characters in ludic and open-world simulations. It explores forms of automatic play and the use of bots and Artificial Intelligence (AI) in online role-playing games, procedurally generated virtual environments, and games that far exceed the lifespan of their players.

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Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games
Type: Book
ISBN: 978-1-83867-431-1

Book part
Publication date: 20 August 2020

Chloé Germaine Buckley

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to…

Abstract

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to pleasure. One source of pleasure comes from ludification, the process whereby game-like principals and gameful elements shape non-game activities. Increasingly, print fiction borrows from games and uses ludic elements to shape narratives. As such, it has become embedded in convergence culture, a dynamic media ecology where top down processes compete with bottom up processes. This chapter argues that ludified zombie fiction brings this media ecology into sharp relief, revealing ways that gamification and ludification are just as apt to reinforce capitalist processes of commodification and neo-liberal ideologies of power as they are to dismantle them. Through a close reading of three contemporary zombie fictions, this chapter exposes tensions and contradictions in ludification. The dead body of the zombie, the nihilistic landscape of the post-zombie apocalypse and the futility of human endeavour in the face of walking death are all elements of genre that undercut the gamified pursuit of external utility-oriented goals. The chapter explores these knotty ethical and ideological problems, not only considering the zombie apocalypse as a gameful space for rethinking social organisation, but also recognising it as a platform for the promotion of neo-liberal ideologies that perpetuate existing power inequalities through coercive disciplinary regimes.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Keywords

Content available
Book part
Publication date: 20 June 2008

Abstract

Details

International Business Scholarship: AIB Fellows on the First 50 Years and Beyond
Type: Book
ISBN: 978-0-7623-1470-6

Abstract

Details

From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

Abstract

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Sameness and Repetition in Contemporary Media Culture
Type: Book
ISBN: 978-1-80455-955-0

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