Electronic Globalized Business and Sustainable Development Through IT Management
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Published By IGI Global

9781615206230, 9781615206247

Author(s):  
Seppo J. Hänninen

Recent research literature in product innovation has paid attention to the fact that technological discipline can lead to dominance by a knowledge base. Technology-intensive development is often partially and publicly supported and problems in finding a proper balance in technology development are in common interest. The objective of this study is to deepen the understanding of the dominance by technological knowledge base with reference to the sources, consequences and solutions of this overemphasis. Finnish publicly supported technology-intensive product innovation projects are studied. In the case studies, examples of the ‘perfect technology syndrome’ are identified and their sources are analyzed. This syndrome describes the intention to achieve the ultimate level in the technology development. Solutions proposed to the unfavorable consequences included alliances with organizations having complementary resources, careful pretesting of products with key partners and developing the technological products to specific target groups.



Author(s):  
Salaheldin Ismail Salaheldin ◽  
Khurram Sharif

The study aims to uncover the influence of classroom technologies (i.e. a variety of audio-visual and online equipment) on an individual’s (i.e. student’s) learning attitude. The antecedents that were considered relevant in the early post implementation phase were: (1) experience with Information and Communication Technologies, (2) enhanced communications, (3) learner independence and (4) ease of technology use. The original concept for the research was derived from Technology Acceptance Model (TAM) which has been a source of numerous studies exploring user attitude towards technology. The outcome indicated a positive and significant relationship between learner independence and individual learner attitude; enhanced communications and individual learner attitude and ease of technology use and individual learner attitude. However the relationship between ICTs experience and individual learner attitude was non-significant. The study outcome implicated that use of classroom technologies, in the introduction stage, does increase with the degree of perceived and encountered ease of use and extended capacity for self-directed learning.



Author(s):  
Jen-Her Wu ◽  
Tzyh-Lih Hsia ◽  
Robert D. Tennyson

This chapter presents instructional design strategies to improve student learning satisfaction. Conformation factor analysis was performed to test the reliability and validity of the measurement model. The partial least squares method was used to evaluate the causal model. The results indicated that the learning climate, perceived value and perceived ease of use significantly affected learning satisfaction. Computer self-efficacy had a strong impact on perceived behavioral control; computer self-efficacy, perceived behavioral control and social interaction had significant effects on perceived ease of use. System functionality, content feature and social interaction significantly affected perceived value. Social interaction had a significant effect on learning climate. This chapter provides initial insights into those factors that are likely significant antecedents for planning and implementing a blended e-learning system to enhance student learning satisfaction.



Author(s):  
Jen-Her Wu ◽  
Robert D. Tennyson ◽  
Tzyh-Lih Hsia

Emerging information and communication technologies and learning models have triggered a new wave of educational innovation: electronic learning (E-learning). This study employs a hypercube innovation model to analyze the differences in technology and learning models in conventional (face-to-face) classroom learning and E-learning environments. The results of the analyses indicate that the innovation from traditional classroom learning to E-learning is radical for both the learner and instructor, leading to drastic changes in the technology and learning model. For education institutions, the technology is a fundamental change, while the learning model is reinforced. From the dynamic capability perspectives, a set of core capabilities needed for successfully exploiting E-learning is identified. These results provide insight for learners, instructors, and education institutions for enhancing their understanding of E-learning innovation and provide guidelines to help E-learning stakeholders adapt from conventional classrooms to E-learning environments.



Author(s):  
Hatem El-Gohary

This chapter aims to add to the accumulative knowledge in the field of E-marketing through exploring E-Marketing practises by Egyptian small business enterprises as a tool for globalisation. An organised systematic examination of the published work related to E-Marketing practises by small business enterprises is discussed and illustrated. Moreover, the chapter demonstrates that although many Egyptian small business enterprises seems to conduct E-Marketing activities, only very small number of these enterprises conduct an effective and efficient E-Marketing activities for expanding globally. The chapter illustrates an exploratory research to explore the current aspects related to E-Marketing adoption and implementation by Egyptian small business enterprises as a tool for globalisation. The main aim of conducting such exploratory study is to achieve a deep and reflective understanding of E-Marketing practises by Egyptian small business enterprises as a tool for globalisation. The results of the fieldwork research conducted by the author through survey and case studies will enable authors, entrepreneurs, policy makers, students and practitioners to build a greater understanding of E-Marketing practises by Egyptian small businesses. Moreover, the chapter will help authors and scholars in the field of E-Marketing to have a clearer view towards suitable future research studies in the field of E-Marketing that in turn will contribute to the related accumulated knowledge in the field.



Author(s):  
Peter Knol ◽  
Marco Spruit ◽  
Wim Scheper

The value of Social Computing and its application in business has largely remained unclear until now. However, this chapter reveals that Social Computing principles may have important business value, as they can help lower transaction costs. This makes the Social Computing development here to stay, instead of another hype. This chapter describes Social Computing with nine technological and social principles, obtained by comparing both Internet and academic sources in this field, being Open Platform, Lightweight Models, Enabling Services, Intuitive Usability, Long Tail, Unbounded Collaboration, Collective Intelligence, Network Effects, and User Generated Content. The results show that Social Computing provides most support in those aspects of business where connections with the environment exist; the relations with partners and customers. This chapter will explain what Social Computing is, and how one can use it to increase business value.



Author(s):  
Qun Ren ◽  
Philip Hardwick

This chapter examines how incumbent firms respond to the industrial pricing dynamics with the adjustment of their own pricing strategies so as to create and sustain their market share dominance. The empirical context of this chapter is the strategic behavior of online game operators (i.e. the companies who operate online games) in the Chinese online game market, one of the most active markets in the world with strong network effects. This chapter introduces Velu’s business model theory in the market with strong networks. Further, in this research, the authors extend Velu’s research by challenging some of his propositions by a careful observation of pricing dynamics in the Chinese online game industry since 2000 and how dominant and non-dominant incumbent firms adjust their pricing strategy. In the Findings Part, this paper explains why acquisition is regarded by main dominant game operators as the most effective way to complement their pricing model revolution.



Author(s):  
Masoud Mohammadian

Development and management of IT systems are complex, demanding, and yet crucial to an organization success and its competitive position in the marketplace. Due to rapid changes in emerging technologies there is a need for constant improvement and adjustment to IT systems. There are a large number of processes involved in IT system development and monitoring. The interdependencies of these processes make it very difficult for Chief Information Officers (CIOs) to comprehend and be aware of effect of inefficiencies that may exist in development of these processes in their organization. This chapter considers the implementation of a Fuzzy Cognitive Maps (FCM) to provide facilities to capture and represent complex relationships in an IT management model and their related processes to improve the understanding of CIOs about the systems and its associated risks. By using FCMs CIOs can regularly review and improve their IT systems and provide greater improvement in development, monitoring and maintenance of IT facilities. CIOs can perform what-if analysis to better understand vulnerabilities of their designed system.



Author(s):  
Thanos Kriemadis ◽  
Theodore Pelagidis

This chapter contributes to an understanding of the organizational culture of the industrial spin-off knowledge-based enterprises, which operate within the Science and Technology Parks in Greece. In this context, a critical number of questionnaires have been distributed to the spin-offs to examine whether firms born within the parks have developed a functional, innovative organizational culture, one that provides a solid foundation for organizational effectiveness and business excellence. The chapter presents the results of a quantitative analysis of the data collected in a fieldwork study. It also includes the necessary policies for the spin-offs to overcome organizational culture problems and adopt the culture of innovation and business excellence.



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