Henrik Glimstedt, Donald Bratt, and Magnus P. Karlsson
- Published in print:
- 2012
- Published Online:
- May 2012
- ISBN:
- 9780199695683
- eISBN:
- 9780191738265
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780199695683.003.0007
- Subject:
- Business and Management, Innovation, Business History
This chapter considers the decisions to outsource and reintegrate the development of critical and innovative technologies. It documents a historical sequence of choices made by strategists within a ...
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This chapter considers the decisions to outsource and reintegrate the development of critical and innovative technologies. It documents a historical sequence of choices made by strategists within a high-tech company, Ericsson. The evidence discussed indicates that a broad range of different factors were taken into consideration and that the influential people made a point of running different kinds approaches to outsourcing in parallel. Reintegration occurred when the structures put in place by collaborating firms did not sustain innovation.Less
This chapter considers the decisions to outsource and reintegrate the development of critical and innovative technologies. It documents a historical sequence of choices made by strategists within a high-tech company, Ericsson. The evidence discussed indicates that a broad range of different factors were taken into consideration and that the influential people made a point of running different kinds approaches to outsourcing in parallel. Reintegration occurred when the structures put in place by collaborating firms did not sustain innovation.
Gitte Stald and Kjartan Ólafsson
- Published in print:
- 2012
- Published Online:
- January 2013
- ISBN:
- 9781847428837
- eISBN:
- 9781447307723
- Item type:
- chapter
- Publisher:
- Policy Press
- DOI:
- 10.1332/policypress/9781847428837.003.0022
- Subject:
- Social Work, Children and Families
Online communication and information is increasingly accessible to young people from several other platforms than traditional personal computers. While mobile phones may be primary sources of online ...
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Online communication and information is increasingly accessible to young people from several other platforms than traditional personal computers. While mobile phones may be primary sources of online access to some and supplementing access to others, all mobile platforms offer the benefits of being personal, portable and always on and to hand. Increased online access from mobile phones raises two questions: does more access to the internet from mobile phones expose children to more risk and harm, and are there different risks and harm if children use mobile access rather than traditional personal computers? This chapter explores and analyses potential correlations between online access through mobile platforms, and patterns of exposure to risks.Less
Online communication and information is increasingly accessible to young people from several other platforms than traditional personal computers. While mobile phones may be primary sources of online access to some and supplementing access to others, all mobile platforms offer the benefits of being personal, portable and always on and to hand. Increased online access from mobile phones raises two questions: does more access to the internet from mobile phones expose children to more risk and harm, and are there different risks and harm if children use mobile access rather than traditional personal computers? This chapter explores and analyses potential correlations between online access through mobile platforms, and patterns of exposure to risks.
Eric Klopfer
- Published in print:
- 2008
- Published Online:
- August 2013
- ISBN:
- 9780262113151
- eISBN:
- 9780262277297
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262113151.001.0001
- Subject:
- Computer Science, Game Studies
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. This book ...
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New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. This book describes the largely untapped potential of mobile learning games—games played on such handheld devices as cell phones, Game Boys, and Sony PSPs—to make a substantial impact on learning. Examining mobile games from both educational and gaming perspectives, it argues that the strengths of the mobile platform—its portability, context sensitivity, connectivity, and ubiquity—make it ideal for learning games in elementary, secondary, university, and lifelong education. The book begins by exploring the past and present of education, educational technology, “edutainment,” and mobile games. It then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. These games—either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)—can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world context to enhance game play, can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and can create compelling educational and engaging environments for learners. They are especially well suited for helping learners at every level develop twenty-first century skills, including the ability to tackle complex problems and acquire information in “just-in-time” fashion.Less
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. This book describes the largely untapped potential of mobile learning games—games played on such handheld devices as cell phones, Game Boys, and Sony PSPs—to make a substantial impact on learning. Examining mobile games from both educational and gaming perspectives, it argues that the strengths of the mobile platform—its portability, context sensitivity, connectivity, and ubiquity—make it ideal for learning games in elementary, secondary, university, and lifelong education. The book begins by exploring the past and present of education, educational technology, “edutainment,” and mobile games. It then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. These games—either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)—can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world context to enhance game play, can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and can create compelling educational and engaging environments for learners. They are especially well suited for helping learners at every level develop twenty-first century skills, including the ability to tackle complex problems and acquire information in “just-in-time” fashion.
Lee Humphreys
- Published in print:
- 2018
- Published Online:
- September 2019
- ISBN:
- 9780262037853
- eISBN:
- 9780262346252
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262037853.003.0006
- Subject:
- Information Science, Communications
This chapter reviews the practices and dialectics of media accounting to explore what is really new about new media accounting practices. One of the goals of placing social media into a media ...
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This chapter reviews the practices and dialectics of media accounting to explore what is really new about new media accounting practices. One of the goals of placing social media into a media accounting framework is that it shows similarities in practices across time and technology. It also gives insights into the key differences. The chapter argues that the speed, size, and ownership of mobile and social media platforms are significantly different from previous forms of media accounting. It discusses the implications of what these differences are for individuals as well as the broader cultural implications. It also discusses a so-called post-digital turn in media accounting whereby the media traces we create are made analogue in a tactical way—tactical both as a means of exerting power and influence but also in its material form.Less
This chapter reviews the practices and dialectics of media accounting to explore what is really new about new media accounting practices. One of the goals of placing social media into a media accounting framework is that it shows similarities in practices across time and technology. It also gives insights into the key differences. The chapter argues that the speed, size, and ownership of mobile and social media platforms are significantly different from previous forms of media accounting. It discusses the implications of what these differences are for individuals as well as the broader cultural implications. It also discusses a so-called post-digital turn in media accounting whereby the media traces we create are made analogue in a tactical way—tactical both as a means of exerting power and influence but also in its material form.