digital product
Recently Published Documents


TOTAL DOCUMENTS

218
(FIVE YEARS 80)

H-INDEX

8
(FIVE YEARS 2)

Author(s):  
Byung Cho Kim ◽  
So Eun Park ◽  
Detmar W. Straub

In pay-what-you-want (PWYW) pricing, buyers are allowed to pay any amount they want, often including a price of zero. Standard theory predicts that buyers are driven solely by their own interest and will always choose to pay nothing, making PWYW pricing impractical to use. Nonetheless, PWYW pricing has been consistently occurring in the marketplace. We build and analyze a theoretical model to explain the presence of PWYW pricing in the marketplace and identify the situations under which businesses are better off adopting it over the traditional posted pricing. Because the digital product domain is a particularly good fit for PWYW pricing because of its constant exposure to piracy threats, we focus on digital product firms and examine PWYW pricing as an alternative to their piracy prevention efforts. We show that PWYW pricing becomes a superior pricing strategy when the pirate version is quite similar to the authentic product and it is costly for the firm to improve its product quality. Moreover, if network externalities are present, PWYW pricing can outperform posted pricing only when the network externalities are weak. The results explain why PWYW pricing is rare in the established digital product marketplace, which exhibits strong network externalities.


2022 ◽  
pp. 103-109
Author(s):  
U. Yu. Blinova ◽  
N. K. Rozhkova ◽  
D. Yu. Rozhkova

The emergence of the digital economy and increased activity in cyberspace have led to the creation of new technologies and digital products such, as non-fungible tokens (NFT). The article presents the arguments that justify the need to study NFT as an object of legal relations and an object of accounting. A brief description of these items has been given; their types and market of circulation have been studied, and, also the current legal provisions, Russian accounting standards and international financial reporting standards have been analysed. To define NFT as an accounting object, the types of accounting objects enshrined in Federal Law No. 402-FZ “On Accounting” have been considered and the criteria for their attribution in relation to NFT have been analysed. The legal and accounting problems associated with the emergence of a new object have been highlighted and the ways for further research in the field of creating an accounting methodology for NFT as a specific and highly promising digital product have been defined. 


2021 ◽  
Vol 12 (2) ◽  
pp. 87-94
Author(s):  
Vita Susanti ◽  
Henny Sudibyo ◽  
Ridwan Arief Subekti ◽  
Ghalya Pikra ◽  
Rakhmad Indra Pramana ◽  
...  

Multipurpose autonomous robot technology has been developed to assist transportation sectors or the current emergency as the Covid-19 pandemic. A practical issue in the robotic industry concerns the domestic content in commodities, services, and a combination of goods and services commonly determined as domestic component level (DCL). To be considered a standardized national product, a product's DCL must surpass a certain level of local content composition. This research aims to investigate the DCL of a developed multipurpose autonomous robot in Indonesia called ROM20. The research was initiated by interviewing specialists in DCL calculation and robotics research to perform DCL analysis on ROM20. The next step was breaking down the ROM20 components into a second layer component, in which the amount of domestic component and overseas components can be derived. Finally, the ROM20 DCL value was calculated by dividing the cost of domestic components by the total cost of domestic and overseas components. As a digital product, the ROM20 DCL calculation result showed that the manufacturing aspect is 70 %, and the development aspect is 30 %. The overall ROM20 DCL value has been calculated as 52.23 %, which surpasses the national standard threshold at 40 % DCL value. Therefore, ROM20 can be considered a high-value standardized national product, impacting the competitiveness of local products and the fast-growing medical device industry in Indonesia.


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 This research paper concentrates on the relationship between company growth and digitalization, as measured in six growth companies in Finland. Growth was compartmentalized into three phases: pre-factors of growth, growth as a process, and growth as an outcome. Maintaining strategic flexibility powerfully facilitates digitalization. The companies generally integrated digitalization into the processes they built, creating a product and service platform from which they could reliably scale. Leaders in digital product-driven companies are encouraged by the study's authors to invest in and promote a culture of continual learning, so that their teams don't lose their instinct to keep innovating to achieve competitive advantages. 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.


2021 ◽  
Vol 13 (4) ◽  
pp. 17-30
Author(s):  
Oleksii Nalyvaiko ◽  
Оksana Zhukova ◽  
Liudmyla Ivanenko ◽  
Yaroslava Shvedova ◽  
Tetiana Nekrashevych

The paper discusses the main issues of organizing the learning process based on the gamification. The publication analyzes the main provisions of the application of elements of gamification in the process of teaching students. The study proposes to consider gamification as a new format of the project method in the context of blended learning in the study of disciplines of the pedagogical cycle by students of humanitarian and natural specialties. We analyzed the main didactic Classcraft platform capabilities. Developed by students within the framework of the “Pedagogy” discipline a brief structure of the “Adventurers” quest was present. The algorithm of the students' work included following steps: choosing a project theme (name of the game); composition of the game (stages); development of the game as a digital product (elements); analysis of the implementation of the game as a digital product (difficulties and prospects); analysis of the results of joint digital project activities of students, indicating positive and negative aspects. We considered the positive aspects of using digital applications and platforms to improve teacher skills. The conclusions provide consolidated proposals for the use of gamification, such as: its implementation in the educational process is aimed at the development of intellectual, social, emotional, technological segments of the personal development of students; the use of gamification has a positive impact on the development of students and teachers soft skills and helps to improve their professional skills.


Author(s):  
Rialdo Rezeky Manogari L. Toruan ◽  
Radja Erland Hamzah ◽  
Muhammad Saifulloh

Digital literacy is an interesting study at this time in the midst of the development of Information and Communication Technology (ICT), especially for SMEs. Through socialization and digital literacy training, MSME actors can apply in their business so that they are skilled and can market their products as well as increase income and improve the economy. The purpose of this study is to identify the actions of MSME actors in Kuningan Barat, South Jakarta. The research approach is qualitative and the method used is Stephen Kemmis's Action Research (PRA), and the concept used is the digital literacy stage of Steve Wheeler. The results show that digital literacy can be implemented through socialization and training that is realized in a digital product. Through action participation, MSME actors can be digitally literate and use digital media well. In this case, MSME actors create a website product www.plazakuninganbarat.com as a medium for digital marketing.


2021 ◽  
Vol 6 (1) ◽  
pp. 96-105
Author(s):  
Johan Reimon Batmetan ◽  
Alfrina Mewengkang

Techno-Entrepreneurship becomes an important part of higher education based on information technology. This is useful to enhance the spirit of entrepreneurship, the ability to read opportunities and build information technology-based businesses. This study aims to examine the appropriate techno-entrepreneurship learning model in higher education. The research method used is action research with practice using lean canvas models for business models and design sprint method to build product prototypes. The results of this study show how to use practice and tutorials, students can create the right business model and be able to make a prototype of a digital product that is good in implementing business ideas. The conclusion obtained in this study is that techno-entrepreneurship is very appropriate to use lean canvas to build business models and more efficiently use sprint designs to build prototypes of digital products. This model is highly recommended for entrepreneurship learning in higher education.


Sign in / Sign up

Export Citation Format

Share Document