scholarly journals Timeliness in information sharing within creative industries. Case: Finnish game design

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
J. Tuomas Harviainen ◽  
Miikka J. Lehtonen ◽  
Sören Kock

PurposeThis article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it provides new knowledge into the ways in which organizational information practices may take place on an individual and interpersonal level, and the ways in which timeliness impact information sharing.Design/methodology/approachThe article is based on three sets of interviews, gathered in 2012–2014, 2017–2018 and 2018–2020.FindingsThe authors identify six themes of information sharing and show that time is strongly tied to the ways in which people in the Finnish game development industry share information outside of their own companies.Originality/valueThis type of information sharing has not been previously researched. This study brings forth new knowledge on how timeliness influence information sharing within creative industries.

2014 ◽  
Vol 30 (11) ◽  
pp. 16-18

Purpose – This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach – This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings – The analysis finds that the level of interest in a retail app is positively related to the consumer’s intention to engage in both purchasing and information-sharing activities. In addition, the time since the consumer’s last visit to the retail store has a moderating effect on both types of activities; the more recent the last visit, the larger the effect-size of interest in the app on intention to share information and make a purchase. Practical implications – The paper provides strategic insights and practical thinking that have influenced some of the world’s leading organizations. Originality/value – The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


2015 ◽  
Vol 16 (3) ◽  
pp. 177-182 ◽  
Author(s):  
Kristine Newman ◽  
Laura Booi

Purpose – The purpose of this paper is to share information regarding the Global Action Against Dementia Legacy, to critically reflect on the views of the Canadian Young Leaders of Dementia and to strengthen the impact of their voices in the global discussion surrounding dementia. Design/methodology/approach – This offers a critical reflection and review of the innovative intergenerational discussions and solutions offered by younger Canadians – specifically, the Millennial Generation. Findings – The paper provides insights about how change and solutions in dementia actions may be established through intergenerational collaboration. Research limitations/implications – Researchers are encouraged to make room for the voices of younger, less established generations in both discussions and research related to dementia. The younger generations will provide future direction to the Global Action Against Dementia Legacy so it is time to hear their voice too. Originality/value – This paper draws on developments in the Canadian context to highlight the potential of encouraging a less-usual, intergenerational approach to developing engagement, research and solutions in dementia.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Vivek Roy

PurposeSupply chain traceability and supply chain visibility have become a critical element for the effective management of contemporary complex supply chains. At their core is information sharing, which has been acknowledged as a key prerequisite for logistics and supply chain performance, but whose notional underpinnings have not been delineated fully, leading to interchangeable deployment of these terms. Addressing the shortcoming, this paper aims to establish a contrast between the two notions.Design/methodology/approachDrawing from systematic review protocols, a multi-disciplinary review scope is constructed wherein the synthesis is strategized to primarily channel implications for the scholarship of logistics and supply chain management. The review is aimed at addressing two research objectives: (1) how the notions of traceability and visibility in supply chain management develop contrast in terms of their thematic emphasis and (2) to attain an integrative understanding of the notional convergence and divergence between supply chain traceability and visibility for raising strategic recommendations.FindingsThe review outcomes help contrast both the convergence and the divergence between traceability and visibility in the supply chain environment, and the differentiated but fundamental role that information sharing plays within these notions to outline why they are not interchangeable.Originality/valueThe originality of the findings lies in the conceptual synthesis of the relevant literature from both technological and non-technological perspectives to ultimately draw logistics and supply chain management implications. The review also points out key strategic considerations to demarcate the notional boundaries of traceability and visibility in future research.


2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.


2017 ◽  
Vol 17 (4) ◽  
pp. 283-293 ◽  
Author(s):  
Francesca Robertson ◽  
Jason Barrow ◽  
Magdalena Wajrak ◽  
Noel Nannup ◽  
Caroline Bishop ◽  
...  

Purpose The purpose of this paper is to explore the idea that, in the last few decades, collaborative inquiry methods have evolved along a similar trajectory to dual lens research. Dual lens research, known in various contexts as both ways, two-eyed seeing Old Ways New Ways, and Koodjal Jinnung (looking both ways), is designed to generate new knowledge by exploring a theme through Aboriginal and contemporary western lenses. Participatory action research and a dual lens approach are considered in a number of projects with a particular focus on the issues such work can raise including conceptual challenges posed by fundamental differences between knowledge sets. Design/methodology/approach The authors hypothesize that a dual lens approach will become a branch of participatory action research, as such, a robust description needs to be developed and its ethical implications are considered. Existing work in this direction, including principles and processes, are collated and discussed. Findings Dual lens research as a branch of participatory action research is of great significance in countries with Aboriginal populations that are undergoing a cultural renaissance. As dual lens practitioners, the authors are finding their research outputs have a high positive impact on both Aboriginal and non-Aboriginal populations and make a genuine contribution to reconciliation by finding ways of going forward together. Originality/value This paper joins a growing body of research that supports resonances between Aboriginal and “western” research methods.


2017 ◽  
Vol 34 (10) ◽  
pp. 13-14
Author(s):  
David David ◽  
Albertus Agung ◽  
Yudy Tirana

Purpose The purpose of this paper is to develop and evaluate a procedural dungeon generation application that created a variant dungeon floor. Procedural dungeon generation makes it easy for a designer to design a level. The result shows that the algorithm can create a variant dungeon based on the parameter on the game. This game also has a high re-playability, thanks to the generation process. Design/methodology/approach Research methods include methods of data collection, design and implementation. Data collection was done through research literature, questionnaires and analyzing some similar applications. Designing game application using game design document and implementation was the done using the waterfall model and the unity game engine. Findings Procedural dungeon generation is important when designing the game. If done correctly, it will reduce the designer’s time to design the map especially in dungeon, where in the dungeon, there are many floors and each floor must be designed differently based on the difficulty level of the game. The application uses the combined algorithm to create a variant dungeon, where each algorithm has its own advantages that the designer can use to design the variety of the dungeon. It also opens more algorithms to be used when creating the dungeon. Originality/value This paper uses the combined algorithm for procedural dungeon generation, and the result shows that a player has high re-playability to the game.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings The authors explore the links between top management social networks and innovation performance in cultural and creative industries in China and propose that the relationship between social networks and innovation performance are mediated by organizational learning. Originality/value The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


2020 ◽  
Vol 37 (1) ◽  
pp. 25-27

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings This research paper concentrates on deploying advergames to engage customers in a brand’s ecosystem of products. The results urged advergame designers to pay attention to four concepts, in descending order of importance: game design, technical elements like multiplayer chat, player personalization, and brand/product-related factors such as integrating product comparisons into the game. To create maximum value from an advergame project, it’s recommended that forming an emotional connection between the player and the brand should be the ultimate aim for anyone working on advergames. Originality/value The briefing saves busy executives, strategists and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


2019 ◽  
Vol 26 (5) ◽  
pp. 500-517 ◽  
Author(s):  
Shubham Sharma ◽  
Usha Lenka

Purpose Learning, unlearning and relearning (LUR) has been preached as a panacea to organizations. Whereas, research on learning and unlearning has grown exponentially, relearning is still considered as an obscure concept. This paper aims to provide a new insight on organizational relearning and highlight its linkages with organizational unlearning. Design/methodology/approach This study is based upon a systematic literature review of organizational unlearning and organizational relearning. Papers expounding upon relearning were carefully analyzed vis-à-vis organizational unlearning. Findings Organizational unlearning and organizational relearning assume a vital place in developing a learning organization. However, linking the two processes in a sequence tends to arouse certain conceptual difficulties. First, it is not necessary that relearning follows this prescribed ordering sequence. It is a process that can happen without prior unlearning. Second, based on the process model and multiple definitions of unlearning, the very purpose of organizational unlearning is to acquire new knowledge (relearning in literature). Therefore, in this sense, relearning seems to become a redundant concept and a neologism. As a result, this hampers the proper contextualization of relearning. Originality/value This paper attempts to expound upon the debate of organizational relearning and its interplay with organizational unlearning. As the concept of lifelong learning and building learning organizations assumes the center stage in contemporary organizations, it is suggested that unless the conceptual issues of related to LUR are not adequately addressed, academicians will naturally find it difficult to prescribe proper course of action to practitioners.


2017 ◽  
Vol 73 (6) ◽  
pp. 1261-1280 ◽  
Author(s):  
Joacim Hansson

Purpose The purpose of this paper is twofold: first, to make a contribution to the theoretical understanding of documents and documentary agency in society through examples from a defined institutional and professional setting; and second, to create an understanding for the role of ethical codes in the process of defining and developing modern librarianship. Design/methodology/approach This study analyses the role of documentation carrying content of professional ethics in the formulation of modern librarianship. This is done through a series of example documents of various kinds, such as founding charters, peer handbooks and ethical codes systematically analysed through the use of document theory and theory on institutional change. Findings The findings of this study suggest that documents pronouncing ethical self-regulation within librarianship play a primarily legitimising role in situations where new types of libraries emerge or when libraries adapt to social change. The study proposes legitimacy as a key aspect of documentality, thus supplementing the established understanding of the concept. Originality/value This study is the first to analyse the role of ethical codes in libraries using document theory. It brings new knowledge to the role of ethical self-regulation in librarianship over time and in different institutional contexts. In suggesting a developed definition of documentality, it contributes to the theoretical understanding of the role of documents and documentation in institutions and in society at large.


Sign in / Sign up

Export Citation Format

Share Document