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Full-Text Articles in Other Business

A Dynamic Model Of Competitive Entry Response, Matthew Selove Dec 2013

A Dynamic Model Of Competitive Entry Response, Matthew Selove

Business Faculty Articles and Research

I develop a dynamic investment game with a “memoryless” research and development process in which an incumbent and an entrant can invest in a new technology, and the entrant can also invest in the old technology. I show that an increase in the probability of successfully implementing a technology can cause the incumbent to reduce its investment. Under certain conditions, if the success probability is high, the incumbent allows the entrant to win the new technology so that firms reach an equilibrium in which they use different technologies, and threats of retaliation prevent attacks; but if the success probability is …


How Do Firms Become Different? A Dynamic Model, Matthew Selove Oct 2013

How Do Firms Become Different? A Dynamic Model, Matthew Selove

Business Faculty Articles and Research

This paper presents a dynamic investment game in which firms that are initially identical develop assets that are specialized to different market segments. The model assumes that there are increasing returns to investment in a segment, for example, as a result of word-of-mouth or learning curve effects. I derive three key results: (1) Under certain conditions there is a unique equilibrium in which firms that are only slightly different focus all of their investment in different segments, causing small random differences to expand into large permanent differences. (2) If, on the other hand, sufficiently large random shocks are possible, firms …


Global Culture Concerns, Korcel M. Price Apr 2013

Global Culture Concerns, Korcel M. Price

Korcel M Price

The following proposal seeks to change hiring, promoting, and firing practices among global and trans-national companies. The changes are intended to fortify the organization through better management, a better employee contract, and by moving closer to a learning organization.

At the heart of the proposal is the desire to move hiring, promoting, and firing practices to an external or internal third party, as means of creating a global culture that consistently applies the values of supra system’s organization.


Innovators And Imitators In Product-Market Competition And Accounting Reporting, Carlos Corona, Lin Nan, Ran Zhao Apr 2013

Innovators And Imitators In Product-Market Competition And Accounting Reporting, Carlos Corona, Lin Nan, Ran Zhao

Accounting Faculty Articles and Research

In this study, we examine firms’ investments in explorative initiatives and their choices of capitalization method in a product-market competition setting. Since the capitalization of exploration expenditures may contain information on whether a firm’s exploration investment is successful, financial reports may reveal important information to competitors, and thus may have real consequences in product-market competition. In our paper, we identify two driving forces that induce firms to choose different capitalization methods: an information-spillover effect and a preempting effect. We also find that enforcing an accounting method that requires firms to capitalize expenditures of only successful explorations may increase or decrease …


2013 Ijbe Front Matter, Tamra Connor Apr 2013

2013 Ijbe Front Matter, Tamra Connor

International Journal for Business Education

  1. Editorial Board
  2. President's Letter
  3. SIEC-ISBE International


Investigating Virtual Worlds, Patricia D. Sobczak Jan 2013

Investigating Virtual Worlds, Patricia D. Sobczak

VCU Libraries Faculty and Staff Presentations

The global phenomena of online gaming engages millions of people, some playing over 45 hours a week - the equivalent of a second full-time job. Our children are logging over 10,000 hours of gaming time before they are 21 years old; the equivalent of the time children spend in formal classrooms from grades five through 12. Players in one of the most popular online games have logged over 5.3 million years of play time since 2004.

These statistics show that virtual worlds, including online games, have become an important component of modern culture, but their impact on society has yet …