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2013/2014  BA-HA_HU8Q  IT-based entrepreneurship: Understanding the dynamics of mobile business models

English Title
IT-based entrepreneurship: Understanding the dynamics of mobile business models

Course information

Language English
Exam ECTS 7.5 ECTS
Type Elective
Level Bachelor
Duration Summer
Course period Summer
Please check www.cbs.dk/summer for the course schedule.
Time Table Please see course schedule at e-Campus
Study board
Study Board for BSc in Economics and Business Administration
Course coordinator
  • Course instructor - Lee Gilbert, Nanyang Business School
    Patricia Plackett - Department of Operations Management (OM)
Main academic disciplines
  • Information Systems
  • Innovation and entrepreneurship
  • Corporate and Business Strategy
Last updated on 16-05-2013
Learning objectives
At the end of the course the student should be able to:
  • Understand how information technology interacts with business models and buyer behavior.
  • Have broad comprehension of concepts, theories, models and frameworks needed to analyse relations among business models, system design, and value perceived by users.
  • Analyze the different social, economic, and institutional regimes in which information technology is designed, developed, and deployed.
  • Analyze the different ways entreprenuerial companies are managed and the strategic consequences of these different managerial models.
  • Discuss and propose alternatives to the IT-based product designs seen in the cases.
Course prerequisites
Participants in this course must have a reasonable command of spoken and written English, a limited understanding of information technology and telecommunications, and a basic knowledge of foundation business fundamentals such as accounting, marketing, and finance; it is recommended, but not compulsory, that they also have an interest in information technology-based enterprises.
Prerequisites for registering for the exam
Requirements about active class participation (assessed approved/not approved)
Mandatory Mid-term Assignment: The mandatory mid-term assignment will be a venture-capital case competition, with team presentations judged by industry executives with an interest in employing students on graduation.
Examination
Home project assignment:
Examination form Home assignment - written product
Individual or group exam Individual
Size of written product Max. 10 pages
Assignment type Written assignment
Duration Written product to be submitted on specified date and time.
Grading scale 7-step scale
Examiner(s) One internal examiner
Exam period Summer Term
Make-up exam/re-exam
Same examination form as the ordinary exam
Course content and structure
While information technology is now all around us, few understand the strategic relationship among emerging technologies, entrepreneurial business models, and stakeholder interests. This course's learning objectives focus on participant development of (1) an understanding of the role of information technology in shaping the value proposition and business model; (2) the importance of the relevant contextual issues, such as national, industry, and organizational culture; (3) their ability to analyze stakeholder expectations, competencies, and limitations; and (4) to appreciate the relationships among growth rate, resource requirements, and risk in an entrepreneurial setting.

The course's development of personal competences:
Participants will develop skills not only in the analysis of complex problems in contexts well beyond their personal knowledge, but an ability to understand the points of view of the stakeholders in a entrepreneurial enterprise, to work with others to pool collective knowledge to develop viable solutions to issues identified by the firm, then to convince stakeholders to adopt these solutions. These abilities will be useful in the working world, and are increasingly highly valued by employers.
Teaching methods
The seminar format will enable learning through case analysis, presentation, and discussion, supplemented by lectures and cooperative in-class group activities such as IT design exercises.

PRELIMINARY ASSIGNMENT
Students are required to read a short case, then to write and submit a brief design proposal based on concepts and techniques found in the assigned paper. These submissions will be discussed in the introductory session.

Short Case: Nickelodeon iOS App Case Study -
http:/​/​www.f-i.com/​nickelodeon/​kids-choice-awards/​

Terms of Reference: You work as an intern in Student Affairs for our University. Your supervisor is very impressed with the Nickelodeon app concept, and has asked you to design, at the conceptual level, a game to promote the annual Copenhagen Business School Case Competition (http:/​/​www.casecompetition.com/​), and to attract students to support this event in various roles. Prior to our first class, you are to submit a brief proposal for the design of a game that draws on both the successful Nickelodeon app, and insights into user behavior from the journal article by Gilbert (see below).

Stakeholders: 1) University officials; 2) Student organizers of the CBS competition; 3) Competing teams from CBS and overseas; 4) Corporate sponsors that support the event financially and by association with the event; and 5) Student volunteers that act as ambassadors to guide overseas team members, provide logistics and other supporting services during the event.

Reading: Gilbert, L. et al; Beyond usability: the OoBE dynamics of mobile data services markets, Ubiquitous and Personal Computing, 2005.
Expected literature
Book: Osterwalder, A.; Pigneur, Y.;Business Model Generation(BMG):A Handbook for Visionaries, Game Changers, and Challengers;John Wiley & Sons, 2010;ISBN: 9780470876411

Casecompendiums will be made available for online purshase. Other materials will be distributed via LEARN.

Required CasesSources and Authors:RegionIndustry
  1. Launching Telmore (A)
HBSP 708414-PDF-ENG
R Casadesus-Masanell; C Fernandez; M Jobke
EuroMobile Telecoms
  1. Lan-Ray Global Payment Services
Ivey:  W12900-PDF-ENG
Wee Yong Yeo
AsiaTelcoms Media
  1. Developing an App for That
HBSP 711415-PDF-ENG
H Halaburda; J Gans; N Burbank
North AmericaFinancial Services
  1. Deposita - Whether to Dominate the Value Chain or Not
Ivey  908M72-PDF-ENG
Helena Barnard
AfricaFinancial Services
  1. Major League Baseball Advanced Media: America's Pastime Goes Digital
HBSP 510092-PDF-ENG
Anita Elberse; Brett Laffel
North AmericaDigital Games
  1. Tequila Mobile SA
HBSP 712453-PDF-ENG
H Halaburda; J Surma; A Sesia
EuropeDigital Games
  1. CAA Roadside APP
Ivey: 910E22-PDF-ENG
Derrick Neufeld
North AmericaMobile
Services
  1. Mobile Language Learning: Praxis Makes Perfect in China
Ivey 910M21-PDF-ENG
Alon Ilan; Allen H. Kupetz
AsiaMobile Services
  1. Nuway Software
Ivey 909E05-PDF-ENG;
D Neufeld; Ram Chandrasekhar
North AmericaDigital Software
  1. Brand in the Hand: Mobile Marketing at Adidas
Ivey  905A24-PDF-ENG
A Rohm; F Sultan; D Wesley
GlobalRetail
Marketing
Required Readings (provisional):
  1. Dennehy, Denis, Frederic Adam, and Fergal Carton. 'Evaluating the Process of Delivering Compelling Value Propositions: The Case of Mobile Payments.' In 6th European Conference on Information Management and Evaluation, p. 74.
  2. Gilbert, L. et al; Beyond usability: the OoBE dynamics of mobile data services markets, Ubiquitous and Personal Computing, 2005.
  3. Goh, Dion Hoe-Lian, Chei Sian Lee, and Guanghao Low. 'I played games as there was nothing else to do': Understanding motivations for using mobile content sharing games.' Online Information Review 36, no. 6 (2012): 784-806.
  4. Ying-Feng Kuo, Chi-Ming Wu, Wei-Jaw Deng, The relationships among service quality, perceived value, customer satisfaction, and post-purchase intention in mobile value-added services, Computers in Human Behavior, Volume 25, Issue 4, July 2009, Pages 887-896
  5. Malasi, John M. 'The Influence of Price on Mobile Phone Penetration amongst the youth: A Case of Undergraduate Students.'
  6. Phillips, Rachel. 'Has the Home become the New Arcade?  'Evolution of a Fighting Games Community, from Arcade to the Home'; www.academia.edu/2226173
  7. Robison, D  Learning on location with AMI: the potentials and dangers of mobile gaming for language learning, in Emerald
  8. Rohm, et al; Brand in the hand: A cross-market investigation of consumer acceptance of mobile marketing, HBSP, 2011.
  9. Sainio, Liisa-Maija, and Emma Marjakoski. 'The logic of revenue logic? Strategic and operational levels of pricing in the context of software business.' Technovation 29, no. 5 (2009): 368-378.
  10. Cui, Yanqing, and Virpi Roto. 'How people use the web on mobile devices.' In Proceedings of the 17th international conference on World Wide Web, pp. 905-914. ACM, 2008.
Last updated on 16-05-2013