1.
2.
Wilson, Timothy, 1938-
(author)
On the shoulders of giants : Drucker on management
2010
In: HRM Review. - : IUP Publications online. ; , s. 17-21
Journal article (other academic/artistic) abstract
For this issue, we turn to Peter F Drucker, the father of management for a basic understanding of management. Specifically, we look at his assertions concerning the functions of a business and the role knowledge players have in these businesses. Clearly, these topics are of interest and importance because executives continually find themselves redefining their businesses in terms of available resources and competition, depending more and more upon knowledge workers. The material is also put into some perspective with regard to our own research findings and recommendations made for today's managers or executives.
3.
Zackariasson, Peter, et al.
(author)
Paradigm shifts in the video game industry
2010
In: Competitiveness Review: An International Business Journal. - : Emerald Group Publishing Ltd. - 1059-5422. ; 20:2, s. 139-151
Journal article (peer-reviewed) 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.
4.
Zackariasson, Peter, et al.
(author)
Virtual identities and market segmentation in marketing in and through massively multiplayer online games (MMOGs)
2010
In: Services Marketing Quarterly. - : Taylor & Francis. - 1533-2969 .- 1533-2977. ; 31:3, s. 275-295
Journal article (peer-reviewed) 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.