Andrea H. Tapia, Edgar Maldonado, Louis‐Marie Ngamassi Tchouakeu and Carleen F. Maitland
This paper seeks to examine two humanitarian information coordination bodies. The goals of both coordination bodies are the same, to find mechanisms for multiple organizations…
Abstract
Purpose
This paper seeks to examine two humanitarian information coordination bodies. The goals of both coordination bodies are the same, to find mechanisms for multiple organizations, engaged in humanitarian relief, to coordinate efforts around information technology and management. Despite the similarity in goals, each coordination body has taken a different path, one toward defining the problem and solution in a more technical sense and the other as defining the problem and solution as more organizational in nature.
Design/methodology/approach
The paper develops case studies of two coordinating bodies using qualitative methodologies.
Findings
The data suggest that coordination bodies which pursue problems requiring low levels of organizational change are more likely to have visible successes. Coordination bodies that pursue a more challenging agenda, one that aims for information management or management of information technology in ways that require organizational change, are likely to face greater challenges and experience more failures.
Research limitations/implications
The paper only examines two coordination bodies at one point in time thus claims can not be made about all coordination bodies and all information coordination efforts.
Originality/value
In a time where coordination bodies are seen as an answer to the problem of information sharing during disasters, it is essential to gain understanding concerning the success of these efforts.
Details
Keywords
Bridget Blodgett and Andrea Tapia
This paper aims to define and articulate the concept of digital protestainment, to address how technologies have enabled boundaries to become more permeable, and in which this…
Abstract
Purpose
This paper aims to define and articulate the concept of digital protestainment, to address how technologies have enabled boundaries to become more permeable, and in which this permeability leads to the engendering of new cultures.
Design/methodology/approach
Two case studies, within Second Life and EVE Online, are examined to see how digital protestainment, through the lens of cultural borderlands, creates a hybridized culture. Recorded interviews and textual analysis of web sites are used to illustrate the concepts of play, work, and blended activities.
Findings
Within virtual environments the process of hybridization is not only increased in size, scope, form, and function. The borderlands process draws in cultural elements through a complex interchange between the online and the offline, in which hybridized cultural bits are carried out into other spaces.
Research limitations/implications
The success of the cases does not represent all digital protest examples and so this study is limited in its ability to generalize to the population of virtual protests. This study limits the realm of digital protestainment to virtual worlds but the concept could be applied to any form of virtual community.
Practical implications
Companies that host these worlds will need to become aware not only of what their audience is but also how that audience will mobilize and the likely outcomes of their mobilization. Virtual worlds offer organizational leaders a new resource for training, support, and recruitment.
Originality/value
The theoretical concept of cultural borderlands is expanded to the digital environment and introduced as a potentially new and useful tool to internet researchers.
Details
Keywords
The central purpose of this paper is to demonstrate that managers of several IT companies, during the dot‐com bubble, used the myths that were readily available in the wider…
Abstract
The central purpose of this paper is to demonstrate that managers of several IT companies, during the dot‐com bubble, used the myths that were readily available in the wider American culture of the time to motivate and manipulate their employees. These managers motivated their employees to put in long hours at the worksite, to be continually on‐call, to intensify their work pace, and to self police their co‐programming teams. The methods used were qualitative social research including interviews, observations, self‐reported organizational charts and time diaries. This is a single case study conducted during a specific period of time. The implications discussed in this paper may provide insight to the managers of IT personnel who seek to motivate their employees to greater efficiency. This paper adds to a discussion on the role of myth in managing IT personnel.