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Sökning: AMNE:(SOCIAL SCIENCES Business and economics) > (2010-2011) > Wilson Timothy 1938

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1.
  • Andersson, Annika, 1961-, et al. (författare)
  • Contracted ERP projects : sequential progress, mutual learning, relationships, control and conflicts
  • 2011
  • Ingår i: International Journal of Managing Projects in Business/Emerald. - Emerald Group Publishing Ltd. - 1753-8378. ; 4:3, s. 458-479
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – The purpose of this paper is to describe the sequential nature that enterprise resource planning (ERP) projects tend to take and to describe how the buyer typically behaves concerning the need for control and learning in and in-between ERP projects.Design/methodology/approach – Results come from an in-depth case study of sequential ERP projects. The respondents were a major Swedish retailer and a supplier who undertook upgrading of an ERP system with six separate and sequential projects. The research was framed by independent pre- and post-interviews in three buyer companies' from different areas of business.Findings – Results suggest that success is associated with mutual learning between supplier and buyer organizations that lead to reasonably amicable working relationships. Control considerations run through these projects and conflicts appear minimal in the sequential treatment. Insightful interpretation comes not only from empirical reflection on interactions in an in-depth case study, but also from concepts available in decision making and project marketing as well.Research limitations/implications – Case studies present in-depth understanding but have generalization limitations. Also the case study was accomplished in Sweden and thus knowledge about behaviour in other countries and cultures is needed.Practical implications – Managers investing in relationships and learning in an initial project probably suffer in terms of satisfaction and profitability at that stage but could accomplish more effective, satisfying and profitable situations over time. In particular, appreciation of the nature of the sequential project development, mutual control, delivery and learning in these projects could be useful in understanding the buyer behaviour in ERP projects.Originality/value – Learning is important in projects but how do the buyers behave? A description of the sequential nature of ERP projects and the learning process both within the buyer's company and within the supplier's company is established. Tables are created that describe how the gap in the mutual learning process decreases in-between projects in business-to-business projects.
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  • Lindberg, Erik, 1953-, et al. (författare)
  • Management by objectives : The Swedish experience in upper secondary schools
  • 2011
  • Ingår i: Journal of Educational Administration. - Emerald. - 0022-0639. ; 49:1, s. 62-74
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – This paper seeks to explore how managing by objectives (MBO) has been adopted in Swedish schools and to reflect on some of the consequences in a longitudinal study. Results relate to whether introduction has increased student performance and whether it works as a tool for the principals to create more effective schools. Design/methodology/approach – A comparative cross-sectional study was made on the adoption of MBO as perceived by principals in upper secondary schools in Sweden. Initially, a mail questionnaire was distributed to every principal in Swedish upper secondary schools, which determined the extent to which mandated MBO practices were being implemented. Ten years later, the study was replicated, which made initial and subsequent practices comparable. Findings – Principals' perceptions suggest that the effects of MBO have diminished over the ten-year period. Ancillary measures of student performance correlated to MBO practices appeared statistically insignificant, or perhaps even negative. Thus, the change appears to have produced unimproved student performance, frustrated principals and perhaps somewhat less stressed teachers. Practical implications – These findings have implications on the direction the management of upper secondary schools subject to central direction may take. Although MBO may improve efficiency in staff performance, it appears to have little effect on effectiveness, if student performance is used as a criterion. Originality/value – Adoption measures of MBO have been obtained and associated with student performance for the first time.
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4.
  • Wilson, Timothy L., 1938- (författare)
  • Reflections on Lindblom and some present observations
  • 2011
  • Ingår i: Anvesha, the Journal of IES Management College and Research Centre, India. - 0974-5467. ; 4:1, s. 28-37
  • Tidskriftsartikel (övrigt vetenskapligt)abstract
    • The year 2009 was the 50th anniversary of the seminal paper written by Charles Lindblom.  In effect, he described “real life” policy formulation and rationalized how simple appreciation of the process could lead to better policy.  That paper remains relevant because of the expressed equivalence between decision making and policy formulation.  The four publications of Lindblom associated with muddling are reviewed here and reflected in four studies involving this author in Sweden as viewed through the lens of Lindblom.   Situations involving after-sales service, creative projects, buyer behavior under conditions of uncertainty and crises in projects were found to relate to Lindblom’s basic theses as well as some observations in present business education.  Clearly, tenets of Lindblom’s work remain applicable in aspects of present business operations.
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7.
  • Wilson, Timothy, 1938- (författare)
  • Projects as organizing vehicles and elements of change
  • 2011
  • Ingår i: Human Resource Management Review. - 1053-4822. ; :Special Issue
  • Tidskriftsartikel (refereegranskat)abstract
    • It has been generally recognized that project management approach to getting things done is increasing lately. This article, however, focuses on the organizational implications of the same. We assert first that an organizational form associated with the main project tasks be replicated in firms whose businesses tend to be seriously affected by individual projects of a type where innovation and/or creativity are involved. Second, we relate two examples of projects, changing organizational approaches—one at the firm level and another at the industry level.
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  • zackariasson, Peter, et al. (författare)
  • Creativity in the video game industry
  • 2010
  • Ingår i: Creativity : Fostering, measuring and contexts. - New York : Nova Science Publishers. - 9781616688073 ; s. 109-120
  • Bokkapitel (övrigt vetenskapligt)abstract
    • In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry. 
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9.
  • Zackariasson, Peter, et al. (författare)
  • Paradigm shifts in the video game industry
  • 2010
  • Ingår i: Competitiveness Review: An International Business Journal. - Emerald Group Publishing Ltd. - 1059-5422. ; 20:2, s. 139-151
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – The purpose of this paper is to identify, characterize, and discuss paradigm shifts thathave occurred in the video game industry with some emphasis on competition and competitiveness.Design/methodology/approach – Basically, the paper depends upon a review of the literatureassociated with video game development. Past history is taken from texts and academic papersdealing with the subject. More current observations are taken from the business and popular press.These observations are placed within a context associated with the classic papers on industryevolution, paradigms, paradigm shifts, competition, and competitiveness.Findings – It is difficult to capture present shifts in such a fast-growing industry, but these shiftsseem clear: the original entry of video games into the arcade sector that led to the industry and thedemise of pinball; the development of the home cartridge and console that made the industry ahome-based phenomenon; the entry of independent game-publishers that made the industry atwo-tiered one; and the development of massively multiplayer online role-playing games (MMORPGs)that changed the way games are played.Originality/value – The video game industry is an interesting one to follow. To an extent, itsdevelopment characterizes our generation – fast paced, technologically oriented, and targeted towardthe young and young at heart. This paper takes the subject away from a historical or anecdotalapproach and places it within the context of industry evolution, paradigms, and paradigm shifts. Itthus should be of value to students of not only video games, but also the evolution of rapidly growingindustries and establishment of competitive advantages.
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10.
  • Zackariasson, Peter, et al. (författare)
  • Virtual identities and market segmentation in marketing in and through massively multiplayer online games (MMOGs)
  • 2010
  • Ingår i: Services Marketing Quarterly. - Taylor & Francis. - 1533-2969. ; 31:3, s. 275-295
  • Tidskriftsartikel (refereegranskat)abstract
    • It has been asserted that the emergence of virtual worlds has changed the ways that business may be conducted. In massively multiplayer online games (MMOGs) a participant is given the opportunity to not only create an identity of how they would like to appear but also select individual activities. Clearly, this opportunity may carry marketing implications because marketers are given the opportunity to consider potential customers as they might like to be. Background in self-identity and buying behavior, the nature of MMOGs, taxonomy of gamers, and the construction of identity is sketched. Five propositions are developed that summarize our observations from this foundation.
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