TheΒ fourth edition of Organizational Behaviour: Integrating Individuals, Groups and Organizations is a well-organized introduction to the current field of organizational behavior with in-depth coverage of the most critical concepts. Its practical approach shows the power of organizational behavior t
Digital Creativity: Individuals, Groups, and Organizations
β Scribed by Dae Sung Lee, Kun Chang Lee, Nam Yong Jo (auth.), Kun Chang Lee (eds.)
- Publisher
- Springer-Verlag New York
- Year
- 2013
- Tongue
- English
- Leaves
- 162
- Series
- Integrated Series in Information Systems 32
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
As the use of digital technology has grown, so necessarily has the body of research into its effects at the personal, group and organizational levels, but there is no one book that looks at how digital technology has specifically influenced creativity. Digital Creativity: Individuals, Groups, and Organizations discusses all spectrums of influence that digital technologies have on creativity from the individual, team, and organization level.
This book offers a new kind of creativity model encompassing all three levels of creativity. It combines each level into a unified creativity framework in which organizations regardless
of their industry types could benefit in reengineering their business processes as well as strategies. For this purpose, the book considers various factors that would affect creativity- individuals' digital efficacy, heterogeneity among members (i.e., age, gender,
races, tenure, education, and culture, etc), CMC (Computer-Mediated Communication), task complexity, exploitation, exploration, culture, organizational learning capability, and
knowledge networks among members.
This book introduces a theorized and systematic glimpse into the exciting realm of digital creativity. It is organized with contents starting from individuals to teams and ultimately to organizations, each with various techniques and cases. Each chapter shows how individuals, teams, and organizations can become more creative through use of digital technologies.
β¦ Table of Contents
Front Matter....Pages i-xiv
Creativity and Job Stress in the Korean ICT Industry: TMX and CHS as Antecedents....Pages 1-13
Computer-Mediated Task Performance Under Stress and Non-stress Conditions: Emphasis on Physiological Approaches....Pages 15-27
Pattern Analysis of the Creativity of a Digitalist Considering Its Antecedents and Task Diversity: A Multi-Agent Simulation Approach....Pages 29-46
A Creative Generation Task Under Stress: Comparison of a Stress Group with a Non-stress Group....Pages 47-60
Exploring the Revelation Process for Individual Creativity Based on Exploitation and Exploration: A Physiological Experiment Approach....Pages 61-78
An Empirical Analysis of the Effect of Social and Emotional Intelligence on Individual Creativity Through Exploitation and Exploration....Pages 79-98
Scenario-Based Management of Team Creativity in Sensitivity Contexts: An Approach with a General Bayesian Network....Pages 99-113
A Longitudinal Analysis of Team Creativity Evolution Patterns Based on Heterogeneity and Network Structure: An Approach with Agent-Based Modeling....Pages 115-128
Examining the Effect of Short-Term Robot-Mediated Training for Creativity Education....Pages 129-137
Towards the βDigital Creativity of Actionβ....Pages 139-149
Back Matter....Pages 151-153
β¦ Subjects
Information Systems Applications (incl. Internet); Information Systems and Communication Service; Business Information Systems
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