In this article, we describe the emergence of a new Finance course in line with the concept of the Societal Cost-Benefit Analysis (SCBA). By means of an in-depth case study, we reconstruct the process of dissatisfaction and corresponding discussions among lecturers and students of the Master Integrated Care Design with regard to the learning aims and content of the Finance course, which is a study module of this master. During the period 2015-2021, the aims and content of this module were revised and remoulded several times in order to define a Finance course that was able to both sufficiently and creatively connect the domain of Integrated Care with that of Finance. In this process of reiterating revision both lectures and students played a crucial role. The ultimate result – the indicative Societal Cost-Benefit Analysis – was unexpected and unplanned, producing an outcome that surpassed the sum of its separate parts. In short, the process, as we describe in this case study, bears all the hallmarks of emergence. Moreover, the analysis shows how this process of emergence in combination with emergent leadership led to a practicable and encouraging outcome, which satisfied and committed all stakeholders, setting an example that is worth following.
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This paper investigates how structures of emergence and progression in games might be integrated. By leveraging the formalism of Machination diagrams the shape of the mechanics and a game’s internal economy that typically control progression in games are exposed. Two strategies to create mechanics that control progression but exhibit more emergent behavior by including feedback loops are presented.
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In this paper, we conceptualize circular economy ecosystem emergence as the intersection of extant innovation, entrepreneurial, and industrial ecosystems. From our rich qualitative data in the circular textiles and apparel industry, we identify drivers behind emergence and uncover the pivotal role ecosystem orchestrators play in governing the interdependencies between actors and activities across the different intersecting ecosystems. From our findings, we theorize circular economy ecosystem emergence as a transitional phase or “real utopia” that, with purposeful orchestration, can potentially become a future desired state. In doing so, we make novel contributions to the literature on economic ecosystems, circular economy, and prospective theorizing, a nascent future-oriented perspective on theory building. Our research offers valuable insights for practitioners and policymakers aiming to accelerate circular economy transformation.
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Our paper investigates the interaction of mechanisms that drive the emergence and development of a sustainable entrepreneurship ecosystem (SEE). We study a specific geographic context, the Amsterdam metropolitan area, and a specific industrial context, the denim industry. We conducted a qualitative, inductive study to understand how SEEs emerge and develop. We used data from longitudinal observations, semi-structured interviews and archival documentation to examine the emergence and development of the Amsterdam SEE in the denim industry. We show that the local culture that supports sustainability values is essential to attracting sustainability support organisations and acts as a catalyst for growth. By focusing on a specific sustainable innovation project as a case study, we also find that collectively engaging in innovation projects spurs the growth of an SEE and aids legitimization of SEE actors. Our study provides contributions to the nascent branch of literature on sustainable entrepreneurship ecosystems and has implications for practitioners and policy makers.
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This paper puts forward a conceptual framework to analyse emergence and the development of planned knowledge locations in cities (science and technology parks, creative factories, knowledge hubs, etc.). It argues that the study and the practice of developing these precincts can benefit from explicitly considering the broader territorial context, the time dynamics and the co-evolutionary processes through which they unfold. The advantages of such as framework are illustrated with the support of two European knowledge locations: Arabianranta (Helsinki, Finland) and Biocant (Cantanhede, Portugal).
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Emergence, the coming-into-being of new entities, new organizations, or new structures out of the interactions of individual agents in networks, is becoming a central concept in today's management literature. We are now evolving from the age of reductionism to the age of emergence, meaning that organizations in the connected society can no longer predict what is going to happen but will find themselves continuously doing things (creating value) in co-evolution with their environment, things that are not necessarily in line with actions planned in advance. In such a dynamic environment managers must learn to enable emergent processes in real time if an organization is to turn unpredictability to its competitive advantage. The importance of the perspective of emergence is introduced in regard to the growing complexity in society.
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We provide greater theoretical precision to the concept of productive opportunities of Penrose. We show firm emergence as a recursive cycle of changing productive opportunities. We show how those opportunitiesresult from the technological base of the firm and are associated with the particular characteristics of the technology.We also show how productive opportunities require the assembly of different internal and externalresources, and therefore partners. We address explicitly how the firm and its potential partners perceive uncertainty and single out the different mechanisms used by the firm to address uncertainty—envisioning, pooling, and staging—to secure resources from external partners and exploit the identified productive opportunities in a timely manner.
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Algorithmic curation is a helpful solution for the massive amount of content on the web. The term is used to describe how platforms automate the recommendation of content to users. News outlets, social networks and search engines widely use recommendation systems. Such automation has led to worries about selective exposure and its side effects. Echo chambers occur when we are over-exposed to the news we like or agree with, distorting our perception of reality (1). Filter bubbles arise where the information we dislike or disagree with is automatically filtered out – narrowing what we know (2). While the idea of Filter Bubbles makes logical sense, the magnitude of the "filter bubble effect", reducing diversity, has been questioned [3]. Most empirical studies indicate that algorithmic recommendations have not locked large audience segments into bubbles [4]. However, little attention has been paid to the interplay between technological, social, and cognitive filters. We proposed an Agent-based Modelling to simulate users' emergent behaviour and track their opinions when getting news from news outlets and social networks. The model aims to understand under which circumstances algorithmic filtering and social network dynamics affect users' innate opinions and which interventions can mitigate the effect. Agent-based models simulate the behaviour of multiple individual agents forming a larger society. The behaviour of the individual agents can be elementary, yet the population's behaviour can be much more than the sum of its parts. We have designed different scenarios to analyse the contributing factors to the emergence of filter bubbles. It includes different recommendation algorithms and social network dynamics. Cognitive filters are based on the Triple Filter Bubble model [5].References1.Richard Fletcher, 20202.Eli Pariser, 20123.Chitra & Musco, 20204. Möller et al., 20185. Daniel Geschke et al, 2018
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Dit proefschrift presenteert twee theoretische kaders voor het ontwerpen van games en beschrijft hoe game designers deze kunnen inzetten om het game ontwerpproces te stroomlijnen. Er bestaan op dit moment meerdere ontwerptheorie¨en voor games, maar geen enkele kan rekenen op een breed draagvlak binnen de game industrie. Vooral academische ontwerptheorie¨en hebben regelmatig een slechte reputatie. Het eerste kader dat game designers inzicht biedt in spelregels en hun werking heet Machinations en maakt gebruik van dynamische, interactieve diagrammen. Het tweede theoretische kader van dit proefschrift, Mission/Space, richt zich op level-ontwerp en spelmechanismen die de voortgang van een speler bepalen. In tegenstelling tot bestaande modellen voor level-ontwerp, bouwt Mission/Space voort op het idee dat er in een level twee verschillende structuren bestaan. Mission-diagrammen worden gebruikt om de structuur van taken en uitdagingen voor de speler te formaliseren, terwijl space-diagrammen de ruimtelijke constructie formaliseren. Beide constructies zijn aan elkaar gerelateerd, maar zijn niet hetzelfde. De verschillende wijzen waarop missies geprojecteerd kunnen worden op een bepaalde ruimte speelt uiteindelijk een belangrijke rol in de totstandkoming van de spelervaring.
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