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11,680 result(s) for "Internet Economic aspects."
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The global internet economy
By 2002, all but a handful of countries were connected to the Internet. The intertwining of the Internet and the globalization of finance, corporate governance, and trade raises questions about national models of technology development and property rights. The sudden ability of hundreds of millions of users to gain access to a global communication infrastructure spurred the creation of new firms and economic opportunities. The Internet challenged existing institutions and powerful interests: technology was global, but its economic and business development was molded in the context of prevailing national institutions.Comparing the experiences of seven countries-France, Germany, India, Japan, Sweden, South Korea, and the United States-this book analyzes the rise of the Internet and its impact on changing national institutions. Each country chapter describes how the Internet developed, evaluates the extent to which the Silicon Valley model was adopted, and suggests why certain sectors and technologies developed faster than others. The book also analyzes specific Internet sectors and regulations across countries. It shows that the Internet's effects are more evolutionary than revolutionary. At the same time, the impact of broad cultural change on entrepreneurial aspirations is clearly visible in certain nations, especially India and Sweden.
Developing Microsoft Dynamics GP Business Applications
Written in a hands-on and friendly manner, Developing Microsoft Dynamics GP Business Applications takes a practical approach to teaching you how to develop and customize ERP applications. If you are a Microsoft Dynamics GP developer, consultant, or power user who wants to create and customize applications, then this book is for you. A working knowledge of Microsoft Dynamics GP is required. A basic understanding of business management systems and reporting applications, such as Microsoft Excel and SQL Reporting Services, is highly recommended.
The Web3 era : NFTs, the metaverse, blockchain and the future of the decentralized Internet
\"Touted as the next big technology platform, Bloomberg Intelligence predicts that the Metaverse will become an $800-billion industry by 2024. Popularized by Facebook's rebranding to Meta in October 2021, NFTs and the metaverse have not only received a lot of interest and attention from the press over the last several months, but many players across industries are actually looking to ride the Metaverse wave. Web3, a term coined by Ethereum Co-founder Gavin Wood, is basically a concept of a revamped version of the Internet that we use today, fundamentally based on blockchain technology and is on decentralized, community-run networks. Enthusiasts have different ways of describing the forms of Web3 but many see it favoring content creators and users, rather than the major corporations, by providing control over their own data and online preferences\"-- Provided by publisher.
Information and communication technologies and broad-based development : a partial review of the evidence
Information and Communication Technologies and Broad-Based Development: A Partial Review of the Evidence is part of the World Bank Working Paper series. These papers are published to communicate the results of the Bank’s ongoing research and to stimulate public discussion. Information and communication technologies (ICTs) are increasingly seen as integral to the development process. This working paper reviews: (a) some of the evidence for the link between telecommunications and the internet and economic growth; (b) the likely impact of the new ICTs on income inequality; and (c) anecdotal evidence regarding the role of the Internet in improving government services and governance. This study looks at methods to maximize access to the new ICTs, and to improve their development impact in both the generation of income and the provision of quality services.
How the Internet became commercial : innovation, privatization, and the birth of a new network
\"In less than a decade, the Internet went from being a series of loosely connected networks used by universities and the military to the powerful commercial engine it is today. This book describes how many of the key innovations that made this possible came from entrepreneurs and iconoclasts who were outside the mainstream\"--Amazon.com.
The Internet and American Business
When we think of the Internet, we generally think of Amazon, Google, Hotmail, Napster, MySpace, and other sites for buying products, searching for information, downloading entertainment, chatting with friends, or posting photographs. In the academic literature about the Internet, however, these uses are rarely covered. The Internet and American Business fills this gap, picking up where most scholarly histories of the Internet leave off--with the commercialization of the Internet established and its effect on traditional business a fact of life. These essays, describing challenges successfully met by some companies and failures to adapt by others, are a first attempt to understand a dynamic and exciting period of American business history. Tracing the impact of the commercialized Internet since 1995 on American business and society, the book describes new business models, new companies and adjustments by established companies, the rise of e-commerce, and community building; it considers dot-com busts and difficulties encountered by traditional industries; and it discusses such newly created problems as copyright violations associated with music file-sharing and the proliferation of Internet pornography. ContributorsAtsushi Akera, William Aspray, Randal A. Beam, Martin Campbell-Kelly, Paul E. Ceruzzi, James W. Cortada, Wolfgang Coy, Blaise Cronin, Nathan Ensmenger, Daniel D. Garcia-Swartz, Brent Goldfarb, Shane Greenstein, Thomas Haigh, Ward Hanson, David Kirsch, Christine Ogan, Jeffrey R. Yost William Aspray is Rudy Professor of Informatics at Indiana University in Bloomington. He is the editor (with J. McGrath Cohoon) of Women and Information Technology: Research on Underrepresentation (MIT Press, 2006 Paul E. Ceruzzi is Curator of the National Air and Space Museum, Smithsonian Institution, Washington DC. He is the author of A History of Modern Computing (second edition, MIT Press, 2003) and Internet Alley: High Technology in Tysons Corner, 1945-2005 (MIT Press, 2008)
Synthetic worlds
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects.