Paolo Depaoli, Stefano Za and Eusebio Scornavacca
E-business maturity models have been widely used to guide the process of digital transformation of business. However, these models have been criticized for their predominantly…
Abstract
Purpose
E-business maturity models have been widely used to guide the process of digital transformation of business. However, these models have been criticized for their predominantly technocentric approach, which is poorly suited for SMEs. The purpose of this paper is to produce a holistic, nonlinear e-business development model for SMEs that takes into account the interactions of the organization in the pursuit of its business objectives.
Design/methodology/approach
Based on the literature review, this paper proposes a nonlinear digital development model for SMEs that factors in the interactions between digital technologies and organizational processes. The model is applied to three cases using a qualitative research approach.
Findings
The analysis of the cases demonstrates how the model recognizes that SMEs have an agile and flexible operating structure and reduces the role of technology in order to refocus the entrepreneurs on the relationship among business goals, organizational capabilities and communication requirements.
Practical implications
The proposed model helps the business owners to clarify and better understand what kind of interaction levels exist between the relevant actors in the pursuit of the firm's goals and to identify the best mix of digital and nondigital communication methods to support their work. It also assists policymakers to overcome technological bias when assessing the current state of play of e-business development in the SME universe and formulate actions that support the development of digitally oriented SMEs.
Originality/value
This paper proposes a novel, nonlinear, interaction-based development model for SMEs in order to complement previous technocentric models focusing mainly on a mechanist perspective of e-business maturity models.
Details
Keywords
This chapter explores what video games can teach us in light of the ongoing sixth mass extinction in the history of our planet, allegedly caused by global warming and the…
Abstract
This chapter explores what video games can teach us in light of the ongoing sixth mass extinction in the history of our planet, allegedly caused by global warming and the over-consumption of vital resources. Games made and played by nonhuman actors can shed light on the situatedness and partiality of our knowledge regarding the boundaries that separate and differentiate human and nonhuman, interactivity and passivity, entertainment and boredom, and life and death. Nonhuman games help us to articulate the space and time in-between these dualisms and have the potential to re-route gaming (and game studies) from false myths of agency, interactivity, and instrumentalism, and the masculinism inherent in these notions. Nonhuman games are companions for earthly survival, and as such they can be taken as useful references when considering a more ethical approach to the ecological crisis of the Anthropocene. The chapter investigates notions of posthumanism, interpassivity, and contemporary critiques of the early assumptions of game studies on the agency of human players. It looks at video games that play by themselves, idle and incremental games, and the emergence of nonplaying characters in ludic and open-world simulations. It explores forms of automatic play and the use of bots and Artificial Intelligence (AI) in online role-playing games, procedurally generated virtual environments, and games that far exceed the lifespan of their players.