This paper makes clear differenves between the fads in former times and the internet fads today. Then, it points out the shortage of The existing discussion on viral marketing which intends to cause fads for promotion. At last, it suggests that the key of the fads which have social influence is "authenticity".
This study aims at proposing a model on a creation and diffusion process of innovations in the age when the knowledge-based society is coming with the remarkable development and full-fledged diffusion of information and communications technology (ICT), sometimes called the network age. This paper also mentions a framework to encourage the creation and diffusion of innovations, especially focusing on innovators and knowledge innovations.
This paper studies diffusion of innovations, especially paying attention to that of services. Competing in a market, it is crucial for a company to get to know how its products or services spread among its customers. The Bass model is widely used to analyze the diffusion phenomena, but it lacks the ability to deal with heterogeneity of consumers that sometimes affects the trajectory of diffusion process. I then modify and extend the traditional innovation diffusion models, and propose the use of several agent-based models to consider the heterogeneity. Moreover, based on a complex network theory, I construct a model that takes into account the network structure of potential customers.
The consumer driven online process of the product development is the emerging subject of the business literature in these years. Roots of those issues are often found in two research field, the user innovation literatures and the study on the open source software. With enormous volume of former works, a considerable amount of contribution has already been made on the matter Nevertheless, the practical launching of these types of product development business model have been relatively rare, yet. It seems that there is something as bottle neck in practical application. So, this paper quests the factor which interferes the application of this business model.
Considering mode and popularization on the web2.0, it makes no sense to increase stock of information. It's absolutely essential that it is not "you know in your mind", but "you are sentient". Use the analogy of that process to need the c to c communication in e-community in four levels by NECA model. With a background like that, this theory is developed as follows. First of all, this theory is focus on the c to c communication distributed fan digital contents easily as typical Japanese media "nico nico douga" and blog deployed on e-community. Secondly, that type of digital contents, you also see watching a lot of fanvid, user-generated video as playing fan game, and making comments about that user-posted video. Finally, this theory considers how e-community is created.
Market environment surrounding enterprises and various organizations is globalized ever faster and very fluid. Establishment of sustainable competitive advantage is sought for every organization to develop, survive and adapt in such managerial circumstances. Innovation is one of useful managerial principle. In this paper, the applicability of Actor-Network Theory (ANT) as an analytical viewpoint to innovation studies was discussed. ANT is a prime example of the Socio-Technical approach. First, precedent innovation studies were surveyed and current streams of the studies were confirmed. Then, precedent innovation studies applied ANT were surveyed and the differences between them were clarified. From these differences, the usefulness and applicability of ANT as an analytical viewpoint to innovation studies were concluded. One of reasons is, ANT analyzes innovation from not the viewpoint of reductionism but the viewpoint of relationship. Furthermore, the viewpoint of ANT has an affinity for the viewpoint of innovation studies in general management studies, especially the viewpoint that focuses on process and network. Starting on the study of innovation using ANT, it will have the complexity that all things are treated as variables without the assumption that something is constant tacitly. However it has the possibility to discuss the innovation topic from the difference views and to derive some unique results. Lastly, two issues for innovation studies using ANT were brought.
Strangeness in newness becomes commonplace. This process is mode or diffusion. A part of commonplace becomes strange. This Process is decline. These processes (mode, diffusion, or decline) are induced by the structural change in the meaning network (MN). So, unbalance of MN-change causes disarray of trend on mode, diffusion, or decline. For example, rapid increase of focal points in MN causes market decline or plateau. We discuss about MN in theory and consider usefulness of MN concept taking videogame industry as examples.
This article examines the diffusion process of traditional Japanese house renovation from the perspective of institutional theory. E.M. Rogers views the innovation diffusion as the intervention process by change agents. On the other hand, institutional organization theory explains the diffusion of new organizational practices and organizational forms in terms of isomorphism pressure in organizational field. However, this perspective is criticized for underestimation of human's activity. This article analyzes the institutionalization process through interaction among various actors with one's own interests and intents, using the concept of meaning network.
In the process of business evolution, the certainty or order of market is often disturbed by various emergent factors. Similarly, the uncertainty or disorder of market is often resolved through the formulation of chain of various activities. From the point of view of meaning network, this phenomena represent the structural change of the network, including the change of its boundary. Based on the two case studies, this paper considers the promise of meaning network approach to the business evolution.
In the 1980's the R & D targets of Japanese large chemical firms were (1) electronics materials, (2) advanced structural materials and (3) biotechnology products. The chemical firms made efforts to discover new products by using these categories. Although the firms succeeded in diversifying their businesses, their new products were associated in not technically but semantically one another. This paper explains the reason why this phenomenon occurred by using the concepts of semantic network and social system.
The first purpose of this research is to propose a new perspective on the framework for designing a manufacturing line project in Japanese automobile manufacturing plants from an empirical point of view. The second purpose is to introduce the method and analytical procedures of upsizing a current manufacturing line utilized by a linear programming (LP) model for selecting alternatives for simulation study. Furthermore, study of manufacturing cost analysis is also discussed; combination of simulation study and cost analysis will help to make final decision for the most efficient line. The proposed method was applied in an actual design project to confirm the feasibility of the framework.