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Technological Change and Industrial Transformation

PublikationBok
Industrial transformation, Magnus Holmén, Teknologi, Vicky Long

Sammanfattning

Industrial transformation is a research and teaching field with a focus on the phenomenon and mechanisms of industrial development and renewal. It concerns changes in economic activities caused by innovation, competition and collaboration, and has a rich heritage of evolutionary economics, institutional economics, industrial dynamics, technology history and innovation studies. It borrows concepts and models from the social sciences (sociology, history, political sciences, business/management, economics, behavioural sciences) and also from technology and engineering studies.
In this book, the authors present the key theories, frameworks and concepts of industrial transformation and use empirical cases to describe and explain the causes, processes and outcomes of transformation in the context of digitalization and sustainability. They stress that industrial transformation consists both of Darwinian “survival of the fittest” selection, and of intentional pursuits of innovation, and of industrial capabilities creation. The work argues that managing the global trends of transformation is not only about new technology and innovation: existing institutional settings and dynamic interactions between technological change, organizational adaptation and economic activities also have a profound impact on future trajectories.
The areas under investigation are of great relevance for strategic management decisions and industrial and technology policies, and understanding the mechanisms underlying transformation and sustainable growth.

Long, V. & Holmén, M. (Red.). (2021). Technological Change and Industrial Transformation (uppl. 1). Routledge.


Liknande innehåll

Ratio Working Paper No. 329: IPRs and Appropriability in the Digital Era: Evidence from the Swedish Video (Computer) Games Industry
Working paperPublikation
Long, V.
Publiceringsår

2019

Publicerat i

Ratio Working Paper

Sammanfattning

This study contributes to a meso (industry)-level understanding of the changing complexity of the general appropriability conditions in the digital era on the one hand, and the role of IPRs in that (appropriability) on the other hand, through a study of an industry sector – the Swedish video (computer) games industry – where digital distribution prevails and IPRs are important (copyrights in derivative works; trademarks in game titles).Combining analyses on EPO patent data, EUIPO trademark data, firm-level interviews and survey data, this study firstly identifies a paradoxical development: on the one hand, there is a clear digital take-off of IPRs’ propensity, namely firms tend to be more active in registering trademarks and valuing their copyrights (firm size and technological platform matter though). On the other hand, the digital traits – digitally induced high levels of interactivities (between supply and demand) and the digital division of a product (in provisions) – provide strong protections (to the innovation) from a technical standpoint, which offsets the importance of IPRs. Then what are IPRs for, in a technologically tight appropriability regime? This study further identifies that the increase of the importance of IPRs is not derived from IPRs’ protection function, but from their signalling function. In the digital era, new products easily disappear in the digital crowd, and IPRs can act as an important remedy by signalling the origin and quality of products as well as new innovations. This study provides a snapshot of the digital complexity pertinent to the issue of appropriability.

Ratio Working Paper No. 318: Trademarks and Appropriability in the Digital Era – Evidences from Swedish Video Games Industry
Working paperPublikation
Long, V. & Domeij, B.
Publiceringsår

2019

Publicerat i

Ratio Working Paper

Sammanfattning

What role can trademark play in appropriability regime, especially in a digitalized era where many innovations are easy to copy and difficult to protect, and where rapid diffusion is the norm? This study, using the Swedish video games industry as a case, aims to provide some insights and tentative answers to those questions. Combining firm-level interviews, statistical data concerning EUIPO trademarks filed by the Swedish video games industry, we present the quantitative trends of trademarking across this industry sector (i.e. timeline; distribution across technological platforms and firm sizes; correlation with turnover), as well as qualitative explanations for that. This study contributes to a meso-level explanation of the role of trademarks (registrations) in appropriability on the one hand, and to the understanding of the complexity of the general appropriability conditions (and logic) in the Digital Era, on the other.

How Innovation Impacts Artistic Creativity – Managing Innovation in the Creative Sector
BokkapitelPublikation
Öberg, C.
Publiceringsår

2017

Sammanfattning

This paper describes and discusses how innovation impacts creativity in the advertising sector. It points to the double meaning of creativity — as innovativeness and as artistic skills — and indicates a tension between the two. Empirical illustrations consist of two case studies from the advertising sector. These point to how innovations (in terms of adaptation of new technology) negatively impact artistic creativity. Contextual factors creating a need for new technology did have an impact, and meant that companies became increasingly competitive and roles became unclear. On the company level, innovation caused knowledge gaps, increased formalization, and expanded the division of work. Contribution is made to research on the management of creativity by suggesting how innovation impacts artistic creativity. Furthermore, the discussion on company level creativity contributes to research on the advertising sector, since the literature has foremost discussed creative processes of individual campaigns.

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