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Book part
Publication date: 2 May 2015

Brand Remixing: 3D Printing the Nokia Case

Aric Rindfleisch and Matthew O’Hern

To identify, conceptualize, and analyze a newly emerging form of consumer-initiated, brand-altering activity that we term “brand remixing.”

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Abstract

Purpose

To identify, conceptualize, and analyze a newly emerging form of consumer-initiated, brand-altering activity that we term “brand remixing.”

Methodology

A content analysis of 92 remixes of the Nokia Lumia 820 smartphone case.

Findings

We find that nearly 40% of the remixed versions of Nokia’s case retained at least one element of its standard template. The remixed cases contained considerable congruency with the design elements in the standard template, a high degree of personalization, and no negative brand imagery.

Implications

Our research is the one of the first examinations of the role of 3D printing upon marketing activities. It has important implications for marketing scholarship by showing that 3D printing empowers consumers to physically alter the brands they consume. Our research also suggests that practitioners interested in using this technology to develop and enhance their brands should accept the notion that firms are no longer fully in control of their brand assets. Hence, we believe that brand managers should develop co-creation platforms that allow customers to easily modify, remix, and share various aspects of their brands with their peers.

Originality

We identify and label an important emerging branding practice (i.e., brand remixing). This practice has the potential to dramatically alter the branding landscape.

Details

Brand Meaning Management
Type: Book
DOI: https://doi.org/10.1108/S1548-643520150000012003
ISBN: 978-1-78441-932-5

Keywords

  • 3D printing
  • Thingiverse
  • branding
  • brand community
  • co-creation
  • remixing

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Article
Publication date: 1 February 2011

Affordances of a scaffolded‐social learning network

Jolene Zywica, Kimberly A. Richards and Kim Gomez

This paper aims to examine the development and use of a scaffolded‐social learning network (S2LN) called Remix World. The local aim is to increase understanding of how…

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Abstract

Purpose

This paper aims to examine the development and use of a scaffolded‐social learning network (S2LN) called Remix World. The local aim is to increase understanding of how Remix World is integrated into programmatic and curricular structures as a way to support learning. The broader aim is to contribute to conversations about learning opportunities that S2LNs afford for participants.

Design/methodology/approach

Remix World was integrated into the Digital Youth Network (DYN) in‐school and after‐school digital arts curriculum. DYN used Remix World to display and comment on media, artifacts and designs, and to post original work. Two of the authors were given accounts on Remix World, where they logged in to respond to comments and note site activities and conversations.

Findings

The data suggest that students across the grade levels regularly used Remix World to post commentary, post media, and critique peers. Students used Remix World across ecologies (home, after school, and school day). Mentors' efforts to integrate the site into their classes increased the number of users and activities on Remix World.

Practical implications

Integrating a media‐based curriculum that encourages critique and production requires some formal feedback and guidelines. It is essential to explore how mentors and teachers pedagogically leverage the students' posts to reach curricular and programmatic learning goals.

Originality/value

This study explores how features and affordances of social networking sites can be redesigned to intentionally support in‐school pedagogical use that promotes transformative communication and the development of critical, new media literacies.

Details

On the Horizon, vol. 19 no. 1
Type: Research Article
DOI: https://doi.org/10.1108/10748121111107690
ISSN: 1074-8121

Keywords

  • Networking
  • Worldwide web
  • Multimedia
  • Learning
  • Learning methods

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Article
Publication date: 21 September 2015

The three laws of business combinations: how to create value by remixing assets

Benjamin Gomes-Casseres

– The author defines and discusses the three laws of business combinations that are essential to a profitable use of resources.

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Abstract

Purpose

The author defines and discusses the three laws of business combinations that are essential to a profitable use of resources.

Design/methodology/approach

The author shows how applying these laws is necessary for success.

Findings

All business combinations must have the potential to create joint value, must be governed to realize this value, and must share value in a way that provides a reward to each party’s investment

Practical implications

In remix strategy, the fundamental unit of analysis is the combination of resources that yields value. That combination competes with other combinations. Some combinations will gain advantage over others because they encompass just the right resources; others will gain advantage because they manage their collective resources better than others do.

Originality/value

The author’s insight is that instead seeing competition as a battle of firm vs. firm, practitioners need to understand how bundles of resources compete, regardless of whether they are organized as firms.

Details

Strategy & Leadership, vol. 43 no. 5
Type: Research Article
DOI: https://doi.org/10.1108/SL-06-2015-0053
ISSN: 1087-8572

Keywords

  • M & A
  • Ecosystems
  • Business combinations
  • Joint value
  • Remix strategy
  • Resource combinations

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Article
Publication date: 4 September 2017

Designing more just social futures or remixing the radical present?: Queer rhetorics, multimodal (counter)storytelling, and the politics of LGBTQ youth activism

Jon M. Wargo

Plugging into the multimodal aesthetics of youth lifestreaming, this article examines how three lesbian, gay, bisexual, transgender and/or queer (LGBTQ) youths use digital…

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Abstract

Purpose

Plugging into the multimodal aesthetics of youth lifestreaming, this article examines how three lesbian, gay, bisexual, transgender and/or queer (LGBTQ) youths use digital media production as an activist practice toward cultural justice work. Focusing on the queer rhetorical dimensions of multimodal (counter)storytelling, the communicative practice used to (re)name, remix and challenge epistemic notions of objective reality, this paper aims to highlight how youth worked to (de)compose and (re)author multiple identities and social relationships across online/offline contexts.

Design/methodology/approach

Through sustained participant observation across online/offline contexts, active interviewing techniques and visual discourse analysis, this paper illuminates how composing with digital media was leveraged by three LGBTQ youths to navigate larger systems of inequality across a multi-year connective ethnographic study.

Findings

By highlighting how queer rhetorical arts were used as tools to surpass and navigate social fault lines created by difference, findings highlight how Jack, Andi and Gabe, three LGBTQ youths, used multimodal (counter)storytelling to comment, correct and compose being different. Speaking across the rhetorical dimensions of logos, pathos and ethos, the author contends that a queer rhetorics lens helped highlight how youth used the affordances of multimodal (counter)storytelling to lifestream versions of activist selves.

Originality/value

Reading LGBTQ youths’ lifestreaming as multimodal (counter)storytelling, this paper highlights how three youths use multimodal composition as entry points into remixing the radical present and participate in cultural justice work.

Details

English Teaching: Practice & Critique, vol. 16 no. 2
Type: Research Article
DOI: https://doi.org/10.1108/ETPC-06-2016-0069
ISSN: 1175-8708

Keywords

  • Digital literacies
  • identity
  • activism
  • multimodality
  • LGBTQ youth
  • queer rhetorics

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Article
Publication date: 7 June 2013

Retrocomputing as preservation and remix

Yuri Takhteyev and Quinn DuPont

The paper's aim is to describe the world of retrocomputing, a constellation of largely non‐professional practices involving old computing technology. It seeks to show how…

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Abstract

Purpose

The paper's aim is to describe the world of retrocomputing, a constellation of largely non‐professional practices involving old computing technology. It seeks to show how retrocomputing serves the goals of collection and preservation, particularly in regards to historic software, and how retrocomputing practices challenge traditional notions of authenticity. It then seeks to propose an alternative conceptualization and suggest new avenues for collaboration between retrocomputing practitioners and memory institutions.

Design/methodology/approach

The paper is based on extensive observation of retrocomputing projects, conducted primarily online.

Findings

Retrocomputing includes many activities that can be seen as constituting collection and preservation. At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it also allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated.

Research limitations/implications

Retrocomputing challenges established notions of collection and preservation. A “situated knowledges” perspective provides a possible resolution.

Practical implications

Retrocomputing presents memory institutions (and libraries in particular) with an opportunity for new forms of collaboration in collection and preservation of software applications.

Originality/value

The paper puts at the center the ways in which retrocomputing challenges the established notions of collection and preservation. It offers alternative conceptualizations that suggest new forms of collaboration.

Details

Library Hi Tech, vol. 31 no. 2
Type: Research Article
DOI: https://doi.org/10.1108/07378831311329103
ISSN: 0737-8831

Keywords

  • Digital preservation
  • Computer software
  • Communities
  • Information systems

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Article
Publication date: 19 October 2020

500 days of Thingiverse: a longitudinal study of 30 popular things for 3D printing

James I. Novak

The purpose of this paper is to provide insight into the way object data on Thingiverse changes over time, analyzing the relationships among views, downloads, likes…

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Abstract

Purpose

The purpose of this paper is to provide insight into the way object data on Thingiverse changes over time, analyzing the relationships among views, downloads, likes, makes, remixes and comments over 500 days.

Design/methodology/approach

In total, 30 of the most popular things on Thingiverse were tracked between August 26, 2018 and January 7, 2020, with data collected about the different interactions at five intervals.

Findings

Highlights include: “#3DBenchy” became the first thing to reach one million downloads during this study. The “Xbox One controller mini wheel” achieved the highest documented download rate of 698 downloads per day. The average conversion rate from downloads to makes for all 30 things was one make for every 474 downloads at the start of the study, declining to one make for every 784 downloads by the conclusion.

Research limitations/implications

With over 1.6 million things on Thingiverse, this study focused on an exclusive group of things that have gained significant attention from makers and does not represent most things on the platform.

Practical implications

Although often considered a novelty or niche maker community, this research shows that things on Thingiverse are achieving popularity comparable to digital music, video and imagery, and a large ecosystem of things has been growing that has implications for designers, manufacturers, supply chain managers and universal popular culture.

Originality/value

This is the first study to track the digital behaviors of 3D printable things over time, revealing new knowledge about how people interact with content and the scale of these interactions.

Details

Rapid Prototyping Journal, vol. 26 no. 10
Type: Research Article
DOI: https://doi.org/10.1108/RPJ-01-2020-0021
ISSN: 1355-2546

Keywords

  • Additive manufacturing
  • Social network analysis
  • 3D printing
  • Maker movement
  • Digital downloads
  • File-sharing community

Content available
Article
Publication date: 16 November 2015

The challenges of remixing assets in a network-enabled economy

Andrew Hargadon

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Strategy & Leadership, vol. 43 no. 6
Type: Research Article
DOI: https://doi.org/10.1108/SL-09-2015-0077
ISSN: 1087-8572

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Article
Publication date: 8 August 2016

Innovating with STEAM in middle school classrooms: remixing education

Danielle Herro and Cassie Quigley

This paper aims to broaden the conversation regarding STEAM by investigating the new form of education. The novelty of science, technology, engineering, art and…

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Abstract

Purpose

This paper aims to broaden the conversation regarding STEAM by investigating the new form of education. The novelty of science, technology, engineering, art and mathematics (STEAM) instruction in K-12 classrooms means few cases of STEAM teaching are documented in depth.

Design/methodology/approach

As part of a larger multi-year study researching STEAM teaching practices in 14 middle school classrooms in the southeastern USA, the article first summarizes prior research findings and then presents ideas for higher education and K-12 researchers to consider when incorporating STEAM teaching in pre-service education, professional development and in classrooms. Then, the authors use a second-order narrative approach to describe three cases of teachers enacting STEAM practices in classrooms.

Findings

Drawing on the notion of “remixing” education in the context of STEAM, the authors show how each teacher alters existing practices, instead of offering entirely new instruction, as they implement STEAM teaching.

Originality/value

With few cases of STEAM teaching detailed in the depth, this paper advances the understanding of STEAM teaching practices in K-12 classrooms.

Details

On the Horizon, vol. 24 no. 3
Type: Research Article
DOI: https://doi.org/10.1108/OTH-03-2016-0008
ISSN: 1074-8121

Keywords

  • Case study
  • K-12 science and mathematics
  • Remixing education
  • STEAM teaching

Content available
Article
Publication date: 15 June 2020

Teaching with OER during pandemics and beyond

Jennifer Van Allen and Stacy Katz

Open Educational Resources (OER) are learning materials openly licensed so that others may retain, reuse, revise, remix or redistribute (the 5Rs) these materials. This…

Open Access
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Abstract

Purpose

Open Educational Resources (OER) are learning materials openly licensed so that others may retain, reuse, revise, remix or redistribute (the 5Rs) these materials. This paper aims to raise awareness of OER by providing a rationale for using these learning materials and a strategy for educators to get started with OER during the collective crisis and beyond.

Design/methodology/approach

Using a broad research base and anecdotes from personal experience, the authors make the case that OER improves student access to learning materials and improves the learning experience in both PK-12 and higher education contexts.

Findings

The authors define and describe the benefits of OER to provide practical suggestions educators can implement during the pandemic and beyond.

Practical implications

To support educators in finding and using OER, this paper highlights repositories that include a breadth of various learning materials across subject areas and educational contexts. The authors provide specific suggestions for finding, personalizing and contextualizing OER.

Originality/value

This work not only provides an overview of OER with particular considerations for educators during the COVID-19 pandemic but also makes the case that OER should be integrated into classrooms beyond the pandemic.

Details

Journal for Multicultural Education, vol. 14 no. 3/4
Type: Research Article
DOI: https://doi.org/10.1108/JME-04-2020-0027
ISSN: 2053-535X

Keywords

  • Open educational resources
  • OER
  • Access
  • Equity

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Book part
Publication date: 2 September 2015

How Do I Know What I Think until I See What I Produce in My Video?: A Case for Video Reflection

Bridget Dalton and Blaine E. Smith

To describe the use of a Composer’s Cut video as a tool for reflecting on and celebrating one’s experience creating multimodal compositions for personal and social audiences.

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Abstract

Purpose

To describe the use of a Composer’s Cut video as a tool for reflecting on and celebrating one’s experience creating multimodal compositions for personal and social audiences.

Methodology/approach

Two adolescents designed and produced digital video stories about their prior experience composing a webpage and a multimodal literary analysis hypertext in response to the Vietnam war novel, The Things They Carried.

Findings

Each student remixed Camtasia screen capture video, class video, and images, enhanced with text overlays and music, to showcase their unique vision as a multimodal designer and to highlight their composing processes. They viewed the Composer’s Cut video as a powerful vehicle for reflection and appreciated that their videos would have a public audience.

Practical implications

Reflection often tends to be oral or written. Digital video supports students in showing, as well as telling their experience through multiple modes. The Composer’s Cut video is one example of how video might be used for reflection that is both personal and social.

Details

Video Research in Disciplinary Literacies
Type: Book
DOI: https://doi.org/10.1108/S2048-045820150000006011
ISBN: 978-1-78441-678-2

Keywords

  • Reflection
  • multimodality
  • digital story
  • adolescent literacy

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