Organize for Innovation: Setup the Externals

This post is the second in a series of two posts examining how an organization can set itself up to be innovative. Yesterday’s post looked at Google and internal attributes of an innovative company, so today’s post will use P&G as an example company and list some external organizational attributes that can make companies innovative

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Organize for Innovation: Tweak the Internals

In today’s economy, it is important that businesses take great strides to survive and be profitable. The way that a business can do that is to be innovative in products and processes (Krell, 2009), and one way companies can be innovative is to setup their organizations to be innovative (Tushman & Nadler, 1986). Using Google and Proctor and Gamble as templates, a person can examine some internal and external organizational attributes that can make companies innovative. Today’s post will just cover Google and internal attributes of innovation.

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Two Economic Issues in Virtual Worlds

The extensive connectedness of the Internet has allowed people to connect and communicate in various ways. This connectedness had given rise to virtual worlds and games that have allowed people to live virtual lives and take part in virtual consumerism, giving rise to economic markets. Some of the worlds are multi-user video games, like Blizzard’s World of Warcraft , which players interact to complete goals, socialize, or buy virtual goods. Other virtual worlds, like Linden Lab’s Second Life, are purely for socializing, exploring, and using virtual objects. The virtual worlds contain marketplaces of virtual goods, such as virtual clothes and furniture, purchased from online stores or auctions using virtual currency (however, most virtual worlds need real word currency to get started in the world, buying, selling, and earning virtual goods.) Just like the real world, virtual worlds experience economic issues all their own that require special consideration by the companies that run those worlds.

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