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Preface; Contents; Content, Service, Application, and Artistic Viewpoint on IS & M in Media and Creativity Industries; 1 An ARTISAN Perspective for Software Development, Commercialisation and Artistic Co-creation: A Case Study; Abstract; 1 Introduction; 1.1 The Creative Knowledge Environment; 2 Motivation; 3 Methodology; 4 Findings; 4.1 Views of the Platforms; 4.2 Views of Users; 4.3 Technical Knowledge; 4.4 Artistic Experience; 4.5 Collaboration and Co-creation; 5 Considerations for Product Development; 6 Industry Context; 7 User-Consumer Demands for Purchasing Software; 8 Conclusion.

8.1 Check Your Biases8.2 Check Your Parameters; Acknowledgements; References; 2 Multi-Screen Viewing and Contents: Understanding Connected TV; Abstract; 1 Introduction; 1.1 Literature Review; 1.2 Historical Background; 1.3 Technological Framework; 2 Methodology and Research Questions; 3 Results: Screens and Contents; 4 Conclusions; Acknowledgments; References; Other Resources; 3 Information and Communication Technology for Government by Design: The New Digital Media, Actors, Creative Influences, and Fields of Play; Abstract; 1 Introduction.

2 The Medium and the Message: Management Information Systems from eMedia to eGovernance3 Research Methodology; 4 Interviews as a Primary Source of Evidence; 5 Communication by Design: e-Government, Its Definition and Scope Within the Global eMedia Ecosystem; 6 Innovatively, Yours: Digital Storytelling and Electronic Service Delivery Models in Government; 7 Design by Information: Understanding Actor Behaviour; 8 From Human Factors to Human Actors: The Psychology Behind Human-Computer System Design and Innovation; 9 The Games People Play: The Ecology of Games as an Analytical Framework.

10 Assessing Project Outcome: The Design-Actuality Gap Model11 Digitising Property Tax Records in Bangalore, India: Examining Actor Attitudes Towards, and Perceptions of, Big Data; 12 Identifying Games That Impact the Uptake and Management Of ICT-Based Systems Architecture: Human-Technology Interactions Within Bureaucracies; 13 Playful Interaction, Serious Games: Collaborative Production, Process Re-engineering, and Public Sector Reform; 14 The Case of the Greater Bangalore City Municipal Corporation (BBMP): Digital Content, Material Gains.

15 What's in a Game? Discussing and Analysing e-Government Success and Failure Within the Context of Management Information Systems Research16 Government and the eMedia Industry: The Consequences of Innovative Change Management for the Strategic Political Environment; 17 Conclusion; Key Terms and Definitions; References; Additional Reading; Management, Marketing, Business Aspects and Strategic Importance of IT and IS & M in Creative eMedia Industries; 4 The Strategic Role of Communication Standards for Media Companies; Abstract; 1 Standards and Digital Communication.

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