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Lately, a new trend has specially outreached on the Information Society that of Social Computing. Starting from a citizen-focused model of health seamless provision of services, this paper analyses some current Web 2.0 initiatives on the Health sector. These opportunities would not be fully...
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Two types of motivations exist in terms of regulatory focus: a promotion orientation concerned with advancement and achievement and a prevention orientation concerned with safety and security. The central premise of this research is that promotion-focused and prevention-focused players differ in...
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These latest years have seen both an increasing development of Users Generated Content (UGC) on the Internet and a growing number of free transactions of these contents through online communities. The video game industry shares this general trend and we shall examine it in detail through the...
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This work analyzes features and industrial structure of the Italian videogame market. The first section contains sales data readings, both synchronicand diachronic, that point out significant traits and features of the field ingeneral. The obtained results definitely confirm all the trends of...
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This research aims at studying the impact of individual strategies, vertical collaboration and coopetition strategies on product innovation. The empirical study focuses on the video game industry and, more particularly on the strategies adopted by publishers to develop innovative products. This...
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