This article examines the network structure, criminal cooperation, and external interactions of cybercriminal networks. Its contribution is empirical and inductive. The core of this study involved carrying out 10 case analyses on closed cybercrime investigations – all with financial motivations on the part of the offenders - in the UK and beyond. Each analysis involved investigator interview and access to unpublished law enforcement files. The comparison of these cases resulted in a wide range of findings on these cybercriminal networks, including: a common division between the scam/attack components and the money components; the presence of offline/local elements; a broad, and sometimes blurred, spectrum of cybercriminal behaviour and organisation. An overarching theme across the cases that we observe is that cybercriminal business models are relatively stable.
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This study focuses on SME networks of design and high-tech companies in Southeast Netherland. By highlighting the personal networks of members across design and high-tech industries, the study attempts to identify the main brokers in this dynamic environment. In addition, we investigate whether specific characteristics are associated with these brokers. The main contribution of the paper lies in the fact that, in contrast to most other work, it is quantitative and that it focuses on brokers identified in an actual network (based on both suppliers and users of the knowledge infrastructure). Studying the phenomenon of brokerage provides us with clear insights into the concept of brokerage regarding SME networks in different fields. In particular we highlight how third parties contribute to the transfer and development of knowledge. Empirical results show, among others that the most influential brokers are found in the nonprofit and science sector and have a long track record in their branch.
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Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We then introduce two examples of actual game/organization hybrids; raiding in computer games and gamification in formal organizations. We conclude by discussing the implications of such hybridization and suggest venues for how organization and management scholars can benefit from studying computer games and theories of play.
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