title: Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition

authors: Goltz, Nachshon (Sean)

abstract: This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.

text: Changing the (video) game: Innovation, user satisfaction and copyrights in network market competition This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, “radical innovation” was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.

year: 2015

title: Relationship between manufacturing and properties of vacuum sintered Ti and Ti-6Al-7Nb

authors: Bolzoni, Leandro

abstract: Titanium alloys are ideal for a great range of engineering applications; however, their high manufacturing costs hinder their widespread use. This study investigates the relationship between the processing and properties of representative Ti-based materials manufactured via powder metallurgy in order to reduce the manufacturing costs. This is possible as powder metallurgy techniques are near-net shape processes with high yield of material. It is found that the relative density increases with the sintering temperature, and it is slightly higher for longer processing times, reaching values in the 94–97% range. Moreover, homogeneous microstructures are obtained for all the conditions investigated, achieving an equiaxed microstructure for Ti and the typical lamellar structure for the Ti-6Al-7Nb alloy. However, the increment of the temperature also leads to a higher amount of interstitial pick-up, with a maximum increment of 0.21 wt.% and 0.028 wt.% for oxygen and nitrogen, respectively. The highest properties achieved for Ti and Ti-6Al-7Nb are 272 HV (hardness), 17.9 W/m·K (thermal conductivity), and 62.7 μohm·cm (electrical resistivity) and 336 HV, 6.9 W/m·K, and 180 μohm·cm, respectively.

text: Relationship between manufacturing and properties of vacuum sintered Ti and Ti-6Al-7Nb Titanium alloys are ideal for a great range of engineering applications; however, their high manufacturing costs hinder their widespread use. This study investigates the relationship between the processing and properties of representative Ti-based materials manufactured via powder metallurgy in order to reduce the manufacturing costs. This is possible as powder metallurgy techniques are near-net shape processes with high yield of material. It is found that the relative density increases with the sintering temperature, and it is slightly higher for longer processing times, reaching values in the 94–97% range. Moreover, homogeneous microstructures are obtained for all the conditions investigated, achieving an equiaxed microstructure for Ti and the typical lamellar structure for the Ti-6Al-7Nb alloy. However, the increment of the temperature also leads to a higher amount of interstitial pick-up, with a maximum increment of 0.21 wt.% and 0.028 wt.% for oxygen and nitrogen, respectively. The highest properties achieved for Ti and Ti-6Al-7Nb are 272 HV (hardness), 17.9 W/m·K (thermal conductivity), and 62.7 μohm·cm (electrical resistivity) and 336 HV, 6.9 W/m·K, and 180 μohm·cm, respectively.

year: 2022

title: “If it don’t talk, it's not whakapapa data”: Conceptualising whakapapa data in a digital age

authors: Pēpi Tarapa‐Dewes, Ella

subjects: data protection

abstract: In Te Ao Māori, whakapapa is a sacred framework that connects all aspects of existence. Whakapapa is highly sensitive information and a taonga that requires active protection. But what can be considered whakapapa data in a digital age where data linkage is ubiquitous and the boundaries between personal and collective information are increasingly blurred? We explore this question through a case study with Ngāti Tiipa, a hapū that is actively engaged in its own data sovereignty research. Reflexive thematic analysis of whānau kōrero identified three types of whakapapa data, each denoting a specific kind of connection: 1) between relatives, both living and deceased; 2) between people and places of cultural significance; and 3) between people and the spiritual realm. Whānau concepts of whakapapa data tend to be context‐specific, suggesting that it is more useful to think of whakapapa data as dynamic and relational rather than a fixed, inherent attribute.

text: “If it don’t talk, it's not whakapapa data”: Conceptualising whakapapa data in a digital age In Te Ao Māori, whakapapa is a sacred framework that connects all aspects of existence. Whakapapa is highly sensitive information and a taonga that requires active protection. But what can be considered whakapapa data in a digital age where data linkage is ubiquitous and the boundaries between personal and collective information are increasingly blurred? We explore this question through a case study with Ngāti Tiipa, a hapū that is actively engaged in its own data sovereignty research. Reflexive thematic analysis of whānau kōrero identified three types of whakapapa data, each denoting a specific kind of connection: 1) between relatives, both living and deceased; 2) between people and places of cultural significance; and 3) between people and the spiritual realm. Whānau concepts of whakapapa data tend to be context‐specific, suggesting that it is more useful to think of whakapapa data as dynamic and relational rather than a fixed, inherent attribute.

year: 2026-02