This paper discusses the potential application of procedural content generation to a game about economical crises, intended to teach a large general audience about how banks function within a market-guided economy, and the financial risks and moral dilemmas that are involved. Procedurally generating content for abstract and complex notions such as inflation, market crashes, and market flux is different from generating spatial maps or physical assets in a game, and poses several design challenges. Instead of generating these kinds of phenomena and other macro-economic effects directly, the designers aim to let them emerge from automatically generated game mechanics. The game mechanics we propose include generic business models that can be parameterized to model the behavior of companies in the game, while the player controls the actions of a bank. What makes generating these game mechanics particularly challenging is the interaction between phenomena at different levels of abstraction. Therefore, relevant economic concepts are discussed in terms of design challenges, and how they could be modeled as emergent properties using generative methods.
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Abstract. The Clean-Tech Adoption Model (C-TAM) explains the adoption process of clean technology. Based on the Unified Theory of Acceptance and Usage of Technology (UTAUT) combined with qualitative research and empirical data gathering, the model predicts adoption based on the perceived quality, effort, transition, experience and knowledge. Social media introduces a moderating effect, thus legitimizing its effectiveness as a marketing instrument on accelerating the adoption of clean technology. C-TAM is validated; however additional empirical research is necessary. Additionally, the explained variance discrepancy with UTAUT as well as theorizing on the Diffusion of Innovations theory stimulates further research on extra moderators.
MULTIFILE
Stakeholders and in particular customers are an important source for business model innovation. Especially for sustainable business models, stakeholder integration may radically change the business logic and help to revise the business model. In this process cognition plays a central role, challenging basic assumptions and changing the dominant logic. In this paper we explore how interactions with the network contribute to making a cognitive shift in development of a sustainable business model. We build on three cases and closely look at the commercialisation stage in which a change of cognition and redesign of the business model take place. Our findings show that network interaction changes the dominant logic in business model innovation in two ways: by triggering a cognitive shift and by contributing to business model redesign. Our main contribution is the conceptualization of three interrelated shaping processes: market approach shaping, product/service offering shaping and credibility shaping. They provide a fine-grained perspective on value creation through collaborative networks and add to the business model literature by providing a framework to study the role of networks and cognition in business model innovation. For practitioners the shaping processes may support business model redesign and building relationships to advance commercialisation of sustainability-oriented innovations.
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