The adoption of social media (web 2.0) in the e-marketing strategy of small and medium enterprises (SMEs) is not yet researched much. Research findings in bigger companies in the USA, Europe and the Netherlands suggest that the issue is high on the think list of marketers and entrepreneurs. But what are the drivers and barriers for small and medium enterprises to make, execute, and further develop their strategy on social media? This paper places the perceptions and actions of 10 SMEs in the Netherlands in the Stages of Growth for e-Business model (SOG-e model) which focuses on e-business maturity. Findings are that general expectations and customer wishes are important drivers and that, besides time and money, the fear of negative comments on the Internet are important barriers.
Wednesday 17th of January MediaLAB Amsterdam arranged LABFEST, a final expo where we could showcase our protypes and talk to people in the industry about our projects. We got a lot of nice feedback and are happy with the end-product we came up with. Quite a lot of people showed up and we were excited to talk to people about our prototype and the future possibilities of our Virtual Reality Exposure Therapy!
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Disinformation and so-called fake news are contemporary phenomena with rich histories. Disinformation, or the willful introduction of false information for the purposes of causing harm, recalls infamous foreign interference operations in national media systems. Outcries over fake news, or dubious stories with the trappings of news, have coincided with the introduction of new media technologies that disrupt the publication, distribution and consumption of news -- from the so-called rumour-mongering broadsheets centuries ago to the blogosphere recently. Designating a news organization as fake, or der Lügenpresse, has a darker history, associated with authoritarian regimes or populist bombast diminishing the reputation of 'elite media' and the value of inconvenient truths. In a series of empirical studies, using digital methods and data journalism, the authors inquire into the extent to which social media have enabled the penetration of foreign disinformation operations, the widespread publication and spread of dubious content as well as extreme commentators with considerable followings attacking mainstream media as fake.
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The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.
De retailsector verandert diepgaand en structureel. Door ontwikkelingen in technologie, sociaal-culturele en demografische trends en ook door veranderingen binnen het domein van retail zelf, staan veel ondernemingen en andere stakeholders, zoals gemeenten, de vastgoedsector en toeleveranciers van het winkelbedrijf voor belangrijke uitdagingen. Dit veld vormt een belangrijk onderzoeksthema van praktijkgericht onderzoek van lectoraten binnen het Hoger Beroepsonderwijs. Dat is nu nog versnipperd, maar kan en kracht en relevantie winnen bij samenwerking. Het lectorenplatform Retail Innovation beoogt door middel van bundeling en gecoördineerde en deels gezamenlijke uitvoering van nieuw praktijkgericht retail onderzoek door de lectoren in het HBO een betere gestructureerde bijdrage leveren aan de noodzakelijke innovatie in de retailsector in Nederland, in het bijzonder op basis van de nationale retail(onderzoeks)agenda. Vanuit die bundeling de verbinding leggen met de retailsector, samen met geassocieerde partners zoals TKI CLICKNL, belangstellende universiteiten en relevante organisaties en vertegenwoordigers van de retailsector om de doorwerking van bevindingen en resultaten verder te versterken.