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Learning in 3D:  Bringing a new dimension to enterprise learning and collaboration Dr. Robin Teigland, aka Karinda Rhode in SL Associate Professor Stockholm School of Economics www.knowledgenetworking.org www.slideshare.net/eteigland
Today’s discussion Introduction and some facts and figures on virtual worlds A look at education and collaboration in virtual worlds Stepping into Second Life Tony O’Driscoll on his new book, Learning in 3D
3 - You on Youtube? ,[object Object]
 This PDF won’t show up on my LCD.
 Call your ISP.- I could send them an SMS or look it up on the cookie wiki. So you on Google now? - No, Bing.  - You are such a Yahoo! Oh, just got poked on Facebook. ,[object Object]
 My mom wants to know if she can use Paypal for Netflix.
 Did she ever sell her Imac on Ebay?- No, but she got WiFi for the Xbox. ,[object Object],- Sure, can we have it in Second Life? NPR, Internet’s 40th Birthday, 2009
4 "...when the rate of change outside an organization is greater than the rate of change inside, the end is near...."  Jack Welch…
Did You Know: Shift Happens http://www.youtube.com/watch?v=jpEnFwiqdx8&feature=fvst What does this mean for organizations? 5
Information and knowledge Growth Human absorptive capacity Time Human capacity cannot keep up… Cohen & Levinthal 1989 6
7 ”No one knows everything,  everyone knows something,  all knowledge resides in  humanity.” networks Adapted from Lévy 1997
8 The wisdom of the crowd Closed Expensive Complex Accurate Open Inexpensive Simple Close enough Accurate Adapted from Hinton 2007
History tends to repeat itself….Innovation, financial crisis, industrial revolution, …  Microelectronics Internal combustion engine Steam engine Third  industrial  revolution? Late 18th C Late 19th C Late 20th C 9 Schön 2008
A new workforce is appearing… 10 “Digital Immigrants” “Digital Natives” Company loyalty Work ≠ Personal Learning=Behind the desk Professional loyalty Work = Personal Learning=Fun and games Mahaley 2008, Merrill Lynch 1999,  Beck and Wade, Prensky
A new workforce is appearing ,[object Object]
Community
Collaboration
Challenge
Creationhttp://www.youtube.com/watch?v=MbX_I2fuqJk 11
12 Using the social web to build relationships, find information and knowledge, solve problems, and learn
13 Increasing pressure on “traditional” organizations Formal organization/  Hierarchy  Social organization / Heterarchy Teigland et al. 2005
Where are the sources of sustainablecompetitiveadvantage? #1 Brand &  Reputation Innovation FIRM Networks of  relationships Kay 1993 14
Where are the sources of sustainablecompetitiveadvantage? #1 Brand &  Reputation Innovation FIRM Networks of  relationships 15
eZ Systems and its open source business model The eZ ecosystem of relationships  eZ Partners Community Customers ,[object Object]
Enterprise open source – “Grow the cake”
60 Employees in 8 countries (Europe & Asia)
230+ Partners
5000+ Customers
30,000+ Community memberswww.ez.no Skien, Norway 16
Innovation in the eZ ecosystem eZ Software development team Jill Jack Rob Alex Who are the company employees?    Jim Jason Lisa George Jane Doug Mary Bob Sarah Flåten et al, 2009 Bill 17
From Brand owners to Brand advocates 18 “Organizations no longer own their brand…rather they should see their brand as a relay race baton that people should pick up and pass on to others.” Berlin, CEO Silver, 2009
What came first – the community or the company? 19 http://www.youtube.com/watch?v=9VKRbmnqXR4
20 eBay allowed people to sell their personal items in a worldwide yard sale, the Immersive Internet will allow people to sell their personal skills and abilities in much the same way. Kapp & O’Driscoll, 2009
Towards 3D Internet SENSORY 3D Internet Thinking Connected Web 2.0 Thinking SecondLife, There Active Worlds, Entropia, SimsOnline, Club Penguin,Habbo, ToonTown, World of Warcraft, 3D planets, VSlide, Protosphere Individual Web 1.0 Thinking Facebook, Friendster, Yahoo, Blogger, Wikipedia, eBay, Typepad, LinkedIn. Amazon, MySpace, Textamerica, Delicious, HubPages Mosaic, Prodigy, Compuserve, AOL, Netscape Level of Interaction Time Hamilton 2008 21
Here Comes the Immersive Internet O’Driscoll  2009 22
A growing universe of Virtual Worlds http://www.youtube.com/watch?v=0CijdlYOSPc 23
Around 150 virtual worlds ,[object Object]
$68 mln invested in 13 virtual world  companies,[object Object]
What are Virtual Worlds? ,[object Object]
Shared space/co-presence with possibility for socialization and community
In some cases, ability to manipulate/create content
In some cases, virtual economy and currencyhttp://www.youtube.com/watch?v=wMOqI3hH9Gs 26
MMOs ,[object Object]
 Goals and objectives, ranking systems
 Rules for gameplay, winners and losers
 Entertainment only?Virtual Worlds ,[object Object]
 Social environment, affinity groups
 Boundaries for access and building
 Commerce, education, innovation, and…?,[object Object]
Number of Accounts-Age (Cumulative) 39% increase from Q1 2009  29
  Two popular Kids & Tweens worlds ,[object Object]
135 mln members30
Building skills in virtual environments My CV ,[object Object]
Creating and successfully executing strategies under pressure
Managing cross-cultural conflict without face-to-face communication31
“Clearly if social activity migrates to synthetic worlds, economic activity will go there as well.”Castranova http://www.youtube.com/watch?v=-ahqjBeknT0 32
Gartner’s hype cycle Virtual Worlds today? 33
Virtual world revenues USD 3bln in 2009  US spending on virtual goods passes USD 1 bln in 2009  34
Microtransactions business model Zynga - Majority revenues comes from 2% to 10% of users who pay $1 an hour to play premium games or buy virtual goods - Annual sales of about USD 100 mln Playdom  - Estimated USD 50 mln in sales per year from virtual goods  Social Gaming Network  - Estimated USD 50 mln sales mainly from virtual goods Weeworld - Estimated 2008 revenue USD 10 mln+ mainly from virtual goods Habbo - Estimated 2008 revenue USD 50 mln from virtual goods - 10% monthly players pay $10.30/month   35 http://www.businessweek.com/technology/content/apr2009/tc20090429_963394_page_2.htm
[object Object]
USD 420 mln turnover 2008
Bank license from Swedish Government in March 2009 to MindArk Bank36
Entropia Universe by MindArk ,[object Object]
Fixed exchange rate to US Dollar, 1 USD = 10 PED
Five banks auctioned for USD 404,000 in 2007
Real life bank license granted by Swedish Government to MindArk Bank in March 2009
Ability to develop skills and sell virtual goods
Asteroid space resort sold for USD 100,000 in 2005
Jon “Neverdie” Jacobs – Self-made millionaire
Clothes Against Violence – limited edition virtual jackets sold for more than same model of real world jackets37
Second Life by Linden Lab ,[object Object]
71,200 logged on Monday, Nov 30
Average age=32, 43% female, 55% non-US
Grew 33% in one year to 126 mln at end of 2Q 2009
Economy grew by 94% 2Q 2008-2009
270 Linden dollars ≅ USD 1
350,000 hours of use per day
68,000 people making profitIT Businessedge, Linden Lab, 2009  38
Self-made millionaires ,[object Object]

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Teigland 3D Learning Online Education Conference

  • 1. Learning in 3D: Bringing a new dimension to enterprise learning and collaboration Dr. Robin Teigland, aka Karinda Rhode in SL Associate Professor Stockholm School of Economics www.knowledgenetworking.org www.slideshare.net/eteigland
  • 2. Today’s discussion Introduction and some facts and figures on virtual worlds A look at education and collaboration in virtual worlds Stepping into Second Life Tony O’Driscoll on his new book, Learning in 3D
  • 3.
  • 4. This PDF won’t show up on my LCD.
  • 5.
  • 6. My mom wants to know if she can use Paypal for Netflix.
  • 7.
  • 8. 4 "...when the rate of change outside an organization is greater than the rate of change inside, the end is near...." Jack Welch…
  • 9. Did You Know: Shift Happens http://www.youtube.com/watch?v=jpEnFwiqdx8&feature=fvst What does this mean for organizations? 5
  • 10. Information and knowledge Growth Human absorptive capacity Time Human capacity cannot keep up… Cohen & Levinthal 1989 6
  • 11. 7 ”No one knows everything, everyone knows something, all knowledge resides in humanity.” networks Adapted from Lévy 1997
  • 12. 8 The wisdom of the crowd Closed Expensive Complex Accurate Open Inexpensive Simple Close enough Accurate Adapted from Hinton 2007
  • 13. History tends to repeat itself….Innovation, financial crisis, industrial revolution, … Microelectronics Internal combustion engine Steam engine Third industrial revolution? Late 18th C Late 19th C Late 20th C 9 Schön 2008
  • 14. A new workforce is appearing… 10 “Digital Immigrants” “Digital Natives” Company loyalty Work ≠ Personal Learning=Behind the desk Professional loyalty Work = Personal Learning=Fun and games Mahaley 2008, Merrill Lynch 1999, Beck and Wade, Prensky
  • 15.
  • 20. 12 Using the social web to build relationships, find information and knowledge, solve problems, and learn
  • 21. 13 Increasing pressure on “traditional” organizations Formal organization/ Hierarchy Social organization / Heterarchy Teigland et al. 2005
  • 22. Where are the sources of sustainablecompetitiveadvantage? #1 Brand & Reputation Innovation FIRM Networks of relationships Kay 1993 14
  • 23. Where are the sources of sustainablecompetitiveadvantage? #1 Brand & Reputation Innovation FIRM Networks of relationships 15
  • 24.
  • 25. Enterprise open source – “Grow the cake”
  • 26. 60 Employees in 8 countries (Europe & Asia)
  • 30. Innovation in the eZ ecosystem eZ Software development team Jill Jack Rob Alex Who are the company employees? Jim Jason Lisa George Jane Doug Mary Bob Sarah Flåten et al, 2009 Bill 17
  • 31. From Brand owners to Brand advocates 18 “Organizations no longer own their brand…rather they should see their brand as a relay race baton that people should pick up and pass on to others.” Berlin, CEO Silver, 2009
  • 32. What came first – the community or the company? 19 http://www.youtube.com/watch?v=9VKRbmnqXR4
  • 33. 20 eBay allowed people to sell their personal items in a worldwide yard sale, the Immersive Internet will allow people to sell their personal skills and abilities in much the same way. Kapp & O’Driscoll, 2009
  • 34. Towards 3D Internet SENSORY 3D Internet Thinking Connected Web 2.0 Thinking SecondLife, There Active Worlds, Entropia, SimsOnline, Club Penguin,Habbo, ToonTown, World of Warcraft, 3D planets, VSlide, Protosphere Individual Web 1.0 Thinking Facebook, Friendster, Yahoo, Blogger, Wikipedia, eBay, Typepad, LinkedIn. Amazon, MySpace, Textamerica, Delicious, HubPages Mosaic, Prodigy, Compuserve, AOL, Netscape Level of Interaction Time Hamilton 2008 21
  • 35. Here Comes the Immersive Internet O’Driscoll 2009 22
  • 36. A growing universe of Virtual Worlds http://www.youtube.com/watch?v=0CijdlYOSPc 23
  • 37.
  • 38.
  • 39.
  • 40. Shared space/co-presence with possibility for socialization and community
  • 41. In some cases, ability to manipulate/create content
  • 42. In some cases, virtual economy and currencyhttp://www.youtube.com/watch?v=wMOqI3hH9Gs 26
  • 43.
  • 44. Goals and objectives, ranking systems
  • 45. Rules for gameplay, winners and losers
  • 46.
  • 47. Social environment, affinity groups
  • 48. Boundaries for access and building
  • 49.
  • 50. Number of Accounts-Age (Cumulative) 39% increase from Q1 2009 29
  • 51.
  • 53.
  • 54. Creating and successfully executing strategies under pressure
  • 55. Managing cross-cultural conflict without face-to-face communication31
  • 56. “Clearly if social activity migrates to synthetic worlds, economic activity will go there as well.”Castranova http://www.youtube.com/watch?v=-ahqjBeknT0 32
  • 57. Gartner’s hype cycle Virtual Worlds today? 33
  • 58. Virtual world revenues USD 3bln in 2009 US spending on virtual goods passes USD 1 bln in 2009 34
  • 59. Microtransactions business model Zynga - Majority revenues comes from 2% to 10% of users who pay $1 an hour to play premium games or buy virtual goods - Annual sales of about USD 100 mln Playdom  - Estimated USD 50 mln in sales per year from virtual goods Social Gaming Network  - Estimated USD 50 mln sales mainly from virtual goods Weeworld - Estimated 2008 revenue USD 10 mln+ mainly from virtual goods Habbo - Estimated 2008 revenue USD 50 mln from virtual goods - 10% monthly players pay $10.30/month   35 http://www.businessweek.com/technology/content/apr2009/tc20090429_963394_page_2.htm
  • 60.
  • 61. USD 420 mln turnover 2008
  • 62. Bank license from Swedish Government in March 2009 to MindArk Bank36
  • 63.
  • 64. Fixed exchange rate to US Dollar, 1 USD = 10 PED
  • 65. Five banks auctioned for USD 404,000 in 2007
  • 66. Real life bank license granted by Swedish Government to MindArk Bank in March 2009
  • 67. Ability to develop skills and sell virtual goods
  • 68. Asteroid space resort sold for USD 100,000 in 2005
  • 69. Jon “Neverdie” Jacobs – Self-made millionaire
  • 70. Clothes Against Violence – limited edition virtual jackets sold for more than same model of real world jackets37
  • 71.
  • 72. 71,200 logged on Monday, Nov 30
  • 73. Average age=32, 43% female, 55% non-US
  • 74. Grew 33% in one year to 126 mln at end of 2Q 2009
  • 75. Economy grew by 94% 2Q 2008-2009
  • 76. 270 Linden dollars ≅ USD 1
  • 77. 350,000 hours of use per day
  • 78. 68,000 people making profitIT Businessedge, Linden Lab, 2009 38
  • 79.
  • 80. Paid USD 100,000 for asteroid space resort
  • 81. Bank owner in Entropia
  • 83. Started with < USD 10
  • 85. Bank owner in Entropiahttp://www.youtube.com/watch?v=Mg4TwOqVprw&feature=related 39
  • 86.
  • 88. Easy payment scheme: Microtransactions
  • 89. Global work force: Microemployees40
  • 90. Buying and selling Linden Dollars https://www.xstreetsl.com/modules.php?name=Currency http://www.crossworldsxchange.com/ 41
  • 92. Showcasing current products IBM’s Green Data Center 43
  • 93. Co-creating solutions Philips Design Group Lead-user innovation workshops 44
  • 94.
  • 95. Fortune 500: IBM, Intel, Johnson & Johnson, Motorola, Novartis, Unilever 45
  • 96. Training and education IFL at SSE and Duke CorporateEducation Co-developing and running a virtual team buildingexercise 46
  • 97.
  • 102. The future of 3D internet Before the first plate of aluminum is even bent for production, the passengers will have sat in the plane, the crew will have serviced the plane, and the pilots will have flown the plane. CEO of Boeing supplier 48
  • 103. 49 From the mobility of goods to the mobility of financial capital to … ...the “mobility” of labor?
  • 104. 50 Will the playing field for SMEs be leveled? Innovation workshops bring together users from across the globe Giovacchini et al. 2009
  • 105. What are the implications for traditional industries? “Soon all fashion designers will be originating their designs and managing the production in virtual worlds….Why such a dramatic change? Economics, pure and simple.” Shenlei Winkler, Director Fashion Research Institute Learn how to become an SL Fashion Designer at Fashiontech.wordpress.com/ 51
  • 106. Which professions will be revolutionized? 52
  • 107. 53 DN Aug 20, 1996
  • 108. Today’s discussion Introduction and some facts and figures on virtual worlds A look at education and collaboration in virtual worlds Stepping into Second Life Tony O’Driscoll on his new book, Learning in 3D 54
  • 109. A wide range of education and training efforts in VWs 55
  • 110. The University of Texas goes inworld 56 https://blogs.secondlife.com/community/learninginworld/blog/2009/09/15/the-first-statewide-rollout-of-a-virtual-world-learning-environment-the-university-of-texas-system-in-second-life
  • 111. The last generation to “attend” college? 57 http://features.csmonitor.com/innovation/2009/10/15/the-future-of-college-may-be-virtual/
  • 112. 58 The future of education & training with VWs? Distributed ?? Participant reach Co-located High Low Degree of “co-creation”
  • 113. NEWSFLASH: The Book is FINALLY DONE! 59
  • 114. Slide: 60 Learning to change: The problem Knowing Formal Content Topic Learning Doing Informal Context Task Performing O’Driscoll 2009 60 http://www.flickr.com/photos/hansvandevorst/216877526/
  • 115. Where does learning take place? Wenger 1998, Hinton 2007 61
  • 116. Slide: 62 Learning to change: History lesson 1585-1587 O’Driscoll 2009 62
  • 117. Learning 2.0=NetWORKing Getting things done requires good connections, both the human kind and the Internet kind. Schooling has confused us into thinking that learning was equivalent to pouring content into people’s heads. . It’s more practical to think of learning as optimizing our networks. Jay Cross 63
  • 118. Learning to change: Mind the TRAP! Now that we are moving from factory work to anytime, anyplace work, we need an anytime anyplace educational parallel. - Alvin Toffler O’Driscoll 2009 64
  • 119. Escaping FLATland 3D Learning Experience 2D Synchronous Learning O’Driscoll 2009 65
  • 120. Immersive internet sensibilities 2D Synchronous Learning 3D Learning Experience Sensibilities Kapp & O’Driscoll 2009 66
  • 121. 3D Global Team Experience July 16, 2009 @ 7:30 AM EDT http://www.youtube.com/watch?v=N8XPmp0qGyg Stockholm School of Economics
  • 122. Our innovation workshop area Giovacchini, Teigland, Kuhler, & Helms 2009 68
  • 123.
  • 127.
  • 130. Other examples Medical training by Forterra http://www.youtube.com/watch?v=DDTJJAwf6A4&feature=related Virtual collaboration by ProtonMedia http://www.youtube.com/watch?v=hYFolFZ2pRM Workshop training by Teleplace (Qwaq) http://www.teleplace.com/solutions/workgroup_training.php Disaster simulation by Play2Train http://www.pandemicsimulation.com/irhbtisopodcomp.jpg/view 71 Snapshots by Reynolds 2007
  • 131. Creating a successfulVirtual Learning Environment (VLE) Pragmatic Experience of achieving learning objectives Sociability Perception of being a member of a group/community Usability Quality of human-computer interactions Hedonic Feeling of being mentally stimulated or entertained 72 Flow State of mind leading to intrinsic reward, one of main drivers of creativity Adapted from Nambisan & Nambisan 2008
  • 132. Some 3DLE tips Initial design Ensure objectives align with overall organizational strategy: knowledge, attitudes, behaviors Ensure learning objectives drive design and not technology Understand the participant profile, eg demographics, learning style Aim to match between objectives, participants, and context of VW platform Design Think freely and do not be restricted by real world Design based on four VLE components: pragmatic, sociability, usability, hedonic Keep it simple, do not overdesign 73 Giovacchini et al 2009, Mahaley & Teigland 2009, Kapp & O’Driscoll 2010
  • 133. Some 3DLE tips (cont’d) Preparation Separate learning of technology from learning related to program objectives Do not underestimate technical challenges, eg running software on various computers, accessing networks Do not assume younger generation is tech-savvy Plan for contingencies Running the event Ensure adequate time for set-up and initial introduction phase Have coaches to help solve last minute technical challenges Overcommunicate logistics to participants Ensure adequate debriefing After the event Conduct follow-up, eg survey or interviews, of participants Conduct After Action Review 74 Mahaley & Teigland 2009, Kapp & O’Driscoll 2010
  • 134. Building the business case Microsoft conducted virtual Global Inclusion Summit Travel and lodging cost avoidance of $1,617,000 Negative productivity avoidance of 900 Days Environmental impact avoidance of 450,000 pounds CO2 equivalent Mercedes-Benz simulated the manufacture of aluminum component Cost reductions of up to 30% in several areas of vehicle planning IBM held virtual conference and annual meeting Savings of USD 250,000 in travel and venue costs USD 150,000 in productivity gains Canadian Border Patrol conducted officer training inworld Grades increased by 37% 75 Kapp & O’Driscoll 2010
  • 135. 76 What are the challenges going forward? What skills and roles are required? For academics, coaches, program managers, and of course the participants? How do we get over the “digital immigrant” hurdle? What does content look like?  Creation in real world for in-world? Or in-world for real world? Created by program or participants? Or co-created? How do we escape our real world thinking? How is the process best facilitated? Embedding a 3D internet experience in the flow of the learning program? How do we ensure seamlessness? Mahaley & Teigland 2009
  • 136. Improving performance 77 Exploitation Exploration Productive learning Generative learning How do we move from productive learning to generative learning? March 1991, Kapp & O’Driscoll 2010
  • 137. Today’s discussion Introduction and some facts and figures on virtual worlds A look at education and collaboration in virtual worlds Stepping into Second Life Tony O’Driscoll on his new book, Learning in 3D 78
  • 138. Some things to do in SL Take a guided tour at the IBM Business Center Visit a nuclear power power plant at Science School (Univ of Denver) Experience a tsunami at Meteora (NOAA) Learn and experience the holocaust at the Holocaust Museum Test your health literacy at Healthinfo Island (Group owned) Diagnose patients at the Respiratory Ward at Imperial College Fly a plane at Boyington Airfield (Group owned) Experience schizophrenia at UC Davis Learn English at ESL (English as a Second Language) Help make the world greener at Univ of Innsbruck Join the innovation team at Philips Play basketball at Ballers City (Group owned) 79
  • 139. Today’s discussion Introduction and some facts and figures on virtual worlds A look at education and collaboration in virtual worlds Stepping into Second Life Tony O’Driscoll on his new book, Learning in 3D 80
  • 140. 81 Tony O’Driscoll, aka Wada Tripp in SL Duke University Professor of the Practice Fuqua School of Business
  • 141. NEWSFLASH: The Book is FINALLY DONE! 82
  • 142. Immersive Internet Sensibilities Sensibilities 3D Learning Experience 2D Synchronous Learning 83
  • 143.
  • 147. Social NetworkingKapp & O’Driscoll 2010
  • 149. Case Studies: The Power of Positive Example 86
  • 150.
  • 151. Engage people outside the museum in a co-create installation design process
  • 152. Explore feasibility of leveraging 3D technologies to stage virtual exhibitions
  • 153. The Museum’s narrative exhibition must affect visitors not only intellectually, but also emotionally
  • 154.
  • 155. Experience drove participants to ask how they should go about donating to the museum87
  • 156.
  • 157. Create the right CONTEXT
  • 159. Allow opportunities to DEMOSTRATE LEARNING
  • 161.
  • 162. RULE 2: Build a Grass Roots Community
  • 163. RULE 3: Begin with Business Issues
  • 164. RULE 4: Connect to Core Motivation
  • 165. RULE 5: Select the Right Pilots
  • 166. RULE 6: Pilot Early and Often
  • 167. RULE 7: Focus on the First Hour
  • 168. RULE 8: Begin with the Familiar
  • 169. RULE 9: Build an Evidence Base
  • 170. RULE 10: Prime the Scale Pump89
  • 171. Back to the Future! 90
  • 172. Some helpful sources http://secondlifegrid.net/slfe/education-use-virtual-world http://www.kzero.co.uk/ http://www.virtualworldsnews.com/ Books Wankel & Kingsley, Higher Education in Virtual Worlds http://books.emeraldinsight.com/display.asp?isb=9781849506090&CUR=GBP Kapp & O’Driscoll, Learning in 3D Blogs http://wadatripp.wordpress.com/ SLED list https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators 91
  • 174. Thanks and see you in world! Karinda Rhode aka Robin Teigland robin.teigland@hhs.se www.knowledgenetworking.org www.slideshare.net/eteigland Photo: Lindholm, Metro 93

Notas do Editor

  1. So if there is no one-liner to celebrate the birth of the Internet, maybe this skit, aired on National Public Radio in the US on the 40-year anniversary of the Internet in October 2009, can serve as a reminder of how far we have come
  2. I always like to put things into perspective. The theme of today’s event is that of seeing opportunities in the midst of the financial crisis and I think that what is interesting and relevant here is that several economic historians had actually predicted the crisis that we are experiencing now. I don’t have time to go into all the details, but what we are seeing is a pattern repeating itself. As in the late 18th and 19th Centuries there was a technological innovation that led to a period first of transformation as the innovation began to be diffused, then a period of rationalization leading to an imbalance, and then to a financial crisis coming around 40 years after the innovation. However, in the past, these financial crises have then led to periods of great economic development – industrial revolutions, in which industry profitability has been restored through a redistribution of the value-added between capital and labor. But more importantly, these crises filtered out those organizations that could not adapt and change to stay competitive in the new industrial environment. And one of the most important things that is of interest for today’s discussion is that in one of the factors facilitating these new phases of economic growth following the crisis has been that a generation of people that had never experienced life without the innovation starts to enter the workforce – thus they are not restricted by old ways of thinking.experiencing now some economic historians claim to be due to the innovation of the microprocessor and microelectronics in the 1970s. Similar to what we experienced with the innovation of the steam engine in the late 18th C and the internal combustion engine and electric motor in the late 19th C, there was a subsequent crisis about due to various forces converging. We saw that as these basic innovations were diffused, people stopped investing in the existing industrial structure and instead focused on investing in a new generation of competitive machinery, which then led to an industrial revolution in both cases as the innovations became embedded in society. At the same time, the crisis served to release the negative pressure that had been built up as well as to restore industry profitability through the redistribution of value-added between capital and labor. Other notesNotes from article - Schön, L, Economic Crises and Restructuring in HistoryA crisis is connected with changes in the long term or structural conditions built up during a rather long period of time and effects behavior for a long time to comeTransformation – changes in industrial structure – resources are reallocated between industries and diffusion of basic innovations with industry that provides new bases for such reallocationRationalization – concentration of resources to most productive units within the branches and measures to increase efficiency in different lines of productionShifts between transformation and rationalization have occurred with considerable regularity in structural cycle of 40 years – 25 years on transformation, and 15 years on rationalization. Crises been part of this cycle as wellInternational crisis in 1840s – How go from crisis to expansion quickly – went quite rapidly in 1930s for Sweden – but Sweden in opposite corner in 1970s1850s – upswing of industrial and infrastructural investments was linked to breakthrough of mechanized factories in Sweden, modernization of steel processes and construction of railways1930s and more marked after WWII late 1940s - expansion of electrification and diffusion of automobiles, processing of electrosteel to small motors in handicraft and household – combination with motorcar – new styles in living and consumptionWaves of investments around development of an infrastructure from basic innovation of preceding cycle mid 1970s – microprocessor – knowledge and information in production of goods and servicesIt is not the basic innovation itself – but the diffusion of the innovation that counts!When invented, then expensive to implement, have a narrow range of application – Following generalization – A structural crisis (that has been preceded by an early development of basic innovations) has put an end to old directions of investments mainly in rationalization of existing industrial structure and given rise to investments in ne and devt of new tech that after one decade (the length of the classical Juglar cycle of machinery investments) has created a new generation of economically competitive machineryReallocation of labor occurs approx 15-30 years after the structural crisisDevelopment of markets – distribution of value added between capital and labour is one mirror of these changesDiffusion of innovations leads to expansion of markets and arrival of new competitors – Structural crises – release negative pressure and restored profitability in industry – get rid of those who not competitive
  3. Thanks to Philippe Des Autels for picture.Impatience