I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS
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Data de Publicação: | 2012 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Sistemas & Gestão |
Texto Completo: | https://www.revistasg.uff.br/sg/article/view/V7N2A10 |
Resumo: | The innovation in entertainment services businesses is an important topic not only for business owners, but also for employees. Despite its economic relevance, the service industry has also received little attention in innovation research. Service providers compete in environments that rapidly change, faced with growing pressure, from both traditional and nontraditional competitors. Innovation is the main way that these organizations have to compete, especially those that confront deregulation. Innovation is also an instrument in the construction and development of the image of businesses that deal with intangibles. Aside from this, the degree of customer demand for entertainment businesses is increasingly growing, with the rise in competition starting with new distribution operators; the viewer began to have more options of alternative audiovisual media. Customer awareness makes businesses worried to provide products with more and more quality. Creativity and innovation act as differential factors in the survival of an entertainment business. When innovation is defined in terms of entertainment, the usual distinction between product innovation and process innovation applies, given that in many cases the production and service consumption are simultaneous. Instead, the result of innovation in entertainment businesses can be characterized by changes in (1) new processes in the production of content, (2) new types of interfaces with the client and (3) new technological options in audio and video production. To give examples for each of these dimensions is possible, but, in practice, innovations of new entertainment services are a mixture of three dimensions. We researched innovation in in general services as well as in entertainment in particular, the antecedent of a successful innovation and Rede Globo´s i9 Innovation Project and its results. A new idea in entertainment services processes tends to be informally organized. However, it can be structured as a process with two stages. The first starts with what is known as the research stage, which concentrates on the selection and acquisition of ideas and the second stages is implementation. In the first phase, the activities have to be done in an innovation project include generating ideas, following the process and measuring. In the second phase, the promising ideas are transformed into concrete results. This stage includes the development of a process for new or modernized products, tests and launching for internal and external clients (all these activities do not necessarily occur in sequence and they can overlap one another). Some previous conditions of project success in Rede Globo´s i9 Innovation Project are directly related with the process: people, innovation cells, participatory structure, project monitoring, resources and information networks and social communication. People are a large factor of success of Globoâs i9. The teams at the entertainment service business have to generate innovative ideas and develop, test and implement new products or services. Another important points is the creation of a secure environment to support innovation, and in order to be permanent, to distinguish culture, leadership and strategy. Finally, part of the success of an innovation project like Globoâs is a direct result of a monitoring, management and administration of ideas and projects. Entertainment service businesses that seek to be different should invent force in innovation in order to guarantee and augment customer loyalty. The impact of dedication to innovation can be triple: financial benefit, due to productivity improvement, client valor, due to product quality improvement and strategic success in the long term. Aside from this, innovation in entertainment service can result in changes in market conditions, given that when a new service or product proves to be successful in a specific sector, other businesses tend to follow lea. A wide perspective of current knowledge in innovation material in service businesses and especially, in entertainment, is necessary. This study has the objective to present a successful case, Globoâs i9, providing a general vision of a success story and showing its results |
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I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESSI9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESSi9 - Novo Modelo de Gestão de Inovação em uma Empresa de Serviço de EntretenimentoManagement ModelInnovationEntertainment Services BusinessI9Management ModelInnovationEntertainment Services BusinessI9The innovation in entertainment services businesses is an important topic not only for business owners, but also for employees. Despite its economic relevance, the service industry has also received little attention in innovation research. Service providers compete in environments that rapidly change, faced with growing pressure, from both traditional and nontraditional competitors. Innovation is the main way that these organizations have to compete, especially those that confront deregulation. Innovation is also an instrument in the construction and development of the image of businesses that deal with intangibles. Aside from this, the degree of customer demand for entertainment businesses is increasingly growing, with the rise in competition starting with new distribution operators; the viewer began to have more options of alternative audiovisual media. Customer awareness makes businesses worried to provide products with more and more quality. Creativity and innovation act as differential factors in the survival of an entertainment business. When innovation is defined in terms of entertainment, the usual distinction between product innovation and process innovation applies, given that in many cases the production and service consumption are simultaneous. Instead, the result of innovation in entertainment businesses can be characterized by changes in (1) new processes in the production of content, (2) new types of interfaces with the client and (3) new technological options in audio and video production. To give examples for each of these dimensions is possible, but, in practice, innovations of new entertainment services are a mixture of three dimensions. We researched innovation in in general services as well as in entertainment in particular, the antecedent of a successful innovation and Rede Globo´s i9 Innovation Project and its results. A new idea in entertainment services processes tends to be informally organized. However, it can be structured as a process with two stages. The first starts with what is known as the research stage, which concentrates on the selection and acquisition of ideas and the second stages is implementation. In the first phase, the activities have to be done in an innovation project include generating ideas, following the process and measuring. In the second phase, the promising ideas are transformed into concrete results. This stage includes the development of a process for new or modernized products, tests and launching for internal and external clients (all these activities do not necessarily occur in sequence and they can overlap one another). Some previous conditions of project success in Rede Globo´s i9 Innovation Project are directly related with the process: people, innovation cells, participatory structure, project monitoring, resources and information networks and social communication. People are a large factor of success of Globoâs i9. The teams at the entertainment service business have to generate innovative ideas and develop, test and implement new products or services. Another important points is the creation of a secure environment to support innovation, and in order to be permanent, to distinguish culture, leadership and strategy. Finally, part of the success of an innovation project like Globoâs is a direct result of a monitoring, management and administration of ideas and projects. Entertainment service businesses that seek to be different should invent force in innovation in order to guarantee and augment customer loyalty. The impact of dedication to innovation can be triple: financial benefit, due to productivity improvement, client valor, due to product quality improvement and strategic success in the long term. Aside from this, innovation in entertainment service can result in changes in market conditions, given that when a new service or product proves to be successful in a specific sector, other businesses tend to follow lea. A wide perspective of current knowledge in innovation material in service businesses and especially, in entertainment, is necessary. This study has the objective to present a successful case, Globoâs i9, providing a general vision of a success story and showing its resultsThe innovation in entertainment services businesses is an important topic not only for business owners, but also for employees. Despite its economic relevance, the service industry has also received little attention in innovation research. Service providers compete in environments that rapidly change, faced with growing pressure, from both traditional and nontraditional competitors. Innovation is the main way that these organizations have to compete, especially those that confront deregulation. Innovation is also an instrument in the construction and development of the image of businesses that deal with intangibles. Aside from this, the degree of customer demand for entertainment businesses is increasingly growing, with the rise in competition starting with new distribution operators; the viewer began to have more options of alternative audiovisual media. Customer awareness makes businesses worried to provide products with more and more quality. Creativity and innovation act as differential factors in the survival of an entertainment business. When innovation is defined in terms of entertainment, the usual distinction between product innovation and process innovation applies, given that in many cases the production and service consumption are simultaneous. Instead, the result of innovation in entertainment businesses can be characterized by changes in (1) new processes in the production of content, (2) new types of interfaces with the client and (3) new technological options in audio and video production. To give examples for each of these dimensions is possible, but, in practice, innovations of new entertainment services are a mixture of three dimensions. We researched innovation in in general services as well as in entertainment in particular, the antecedent of a successful innovation and Rede Globo´s i9 Innovation Project and its results. A new idea in entertainment services processes tends to be informally organized. However, it can be structured as a process with two stages. The first starts with what is known as the research stage, which concentrates on the selection and acquisition of ideas and the second stages is implementation. In the first phase, the activities have to be done in an innovation project include generating ideas, following the process and measuring. In the second phase, the promising ideas are transformed into concrete results. This stage includes the development of a process for new or modernized products, tests and launching for internal and external clients (all these activities do not necessarily occur in sequence and they can overlap one another). Some previous conditions of project success in Rede Globo´s i9 Innovation Project are directly related with the process: people, innovation cells, participatory structure, project monitoring, resources and information networks and social communication. People are a large factor of success of Globoâs i9. The teams at the entertainment service business have to generate innovative ideas and develop, test and implement new products or services. Another important points is the creation of a secure environment to support innovation, and in order to be permanent, to distinguish culture, leadership and strategy. Finally, part of the success of an innovation project like Globoâs is a direct result of a monitoring, management and administration of ideas and projects. Entertainment service businesses that seek to be different should invent force in innovation in order to guarantee and augment customer loyalty. The impact of dedication to innovation can be triple: financial benefit, due to productivity improvement, client valor, due to product quality improvement and strategic success in the long term. Aside from this, innovation in entertainment service can result in changes in market conditions, given that when a new service or product proves to be successful in a specific sector, other businesses tend to follow lea. A wide perspective of current knowledge in innovation material in service businesses and especially, in entertainment, is necessary. This study has the objective to present a successful case, Globoâs i9, providing a general vision of a success story and showing its resultsA inovação em empresas de serviços é um assunto importante não somente para os empresários como também para os funcionários. Apesar de sua relevância econômica, a indústria de serviços tem recebido relativamente pouca atenção nas pesquisas de inovação. As organizações prestadoras de serviços competem em ambientes que se modificam rapidamente, enfrentando pressões crescentes tanto de competidores conhecidos quanto de concorrentes não tradicionais. A inovação é a principal forma que essas organizações têm para competir, especialmente aquelas que enfrentam a desregulamentação. A inovação é também um instrumento na construção e desenvolvimento da imagem das empresas que lidam com intangíveis. Além disso, o grau de exigência dos consumidores de serviços das empresas de entretenimento está cada vez maior e, com o aumento da concorrência a partir da entrada de novas operadoras de distribuição de conteúdo, o telespectador passou a ter maiores opções de alternativas de mídias audiovisuais. A própria conscientização do consumidor faz com que as empresas tenham a preocupação de fornecer produtos cada vez com mais qualidade. A criatividade e a inovação passam a ser fatores diferenciais para a sobrevivência de uma empresa de entretenimento. Quando se define inovação em serviços de entretenimento, a distinção usual entre inovações de produtos e inovações de processos não se aplica, porque muitas vezes a produção e o consumo dos serviços são simultâneos. Ao invés disso, o resultado da inovação nas empresas de serviço de entretenimento pode ser caracterizado por mudanças em (1) novos processos na produção do conteúdo, (2) novos tipos de interfaces com o cliente e (3) novas opções tecnológicas na produção de áudio e vídeo. Dar exemplos para cada uma destas dimensões é possível, mas, na prática, inovações em novos serviços de entretenimento são uma mistura destas três dimensões. Fazemos aqui um estudo do que vem a ser inovação em serviços em geral e na área de entretenimento em especial, os antecedentes de uma inovação bem sucedida, o projeto de inovação i9 da Rede Globo e os seus resultados. Uma nova ideia em processos de serviço de entretenimento tende a ser informalmente organizada. Entretanto, pode ser estruturada como um processo de dois estágios. O que se inicia com o chamado estágio de pesquisa, que concentra a seleção e aquisição de ideias e o estágio seguinte, de implementação. Na primeira fase, as atividades que têm que ser realizadas em um projeto de inovação incluem geração de ideias, acompanhamento e métricas. Na segunda, as ideias promissoras são transformadas em resultados concretos. Este estágio inclui o desenvolvimento de um processo ou produto novo ou renovado, teste e lançamento aos clientes internos ou externos (todas as atividades não acontecem necessariamente em sequência, elas podem se sobrepor). Algumas condições prévias do sucesso do projeto de inovação i9 na Rede Globo têm relação direta com o processo: gente, células de inovação, estrutura participativa, acompanhamento dos projetos, recursos e rede de informação e comunicação social. Gente é um grande fator de sucesso do i9 Globo. As equipes de uma empresa de serviços de entretenimento têm que gerar ideias inovadoras e desenvolver, testar e implementar os novos produtos ou serviços. Outro ponto importante é a criação de um clima seguro para suporte à inovação e, para ser permanente, pode-se distinguir a cultura, liderança e estratégia. Finalmente, parte do sucesso de um projeto de inovação como o i9 Globo é resultado direto do acompanhamento, gestão e administração das ideias e dos projetos. Empresas de serviços de entretenimento que procuram diferenciação devem investir esforços em inovação para garantir e aumentar a fidelidade de seu consumidor. O impacto da dedicação à inovação pode ser triplo: benefício financeiro devido à melhoria da produtividade, valor para o cliente devido à melhoria da qualidade de seu produto e sucesso estratégico de longo prazo. Além disso, inovação em serviço de entretenimento pode resultar em mudanças das condições de mercado, já que, quando um novo serviço ou produto se prova ser bem sucedido num setor específico, outras empresas tendem a acompanhar. Uma visão ampla dos conhecimentos atuais em matéria de inovação em empresas de serviços, e especialmente, de entretenimento, é necessária, e este estudo tem o objetivo de apresentar um caso bem sucedido, o i9 Globo, fornecendo uma visão geral desta história de sucesso e apresentação de seus resultados.ABEC2012-10-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://www.revistasg.uff.br/sg/article/view/V7N2A1010.7177/sg.2012.V7.N2.A10Sistemas & Gestão; v. 7 n. 2 (2012): Junho/2012; 274-2861980-516010.7177/sg.2012.v7.n2reponame:Sistemas & Gestãoinstname:Universidade Federal Fluminense (UFF)instacron:UFFporhttps://www.revistasg.uff.br/sg/article/view/V7N2A10/V7N2A10Copyright (c) 2015 Sistemas & Gestãoinfo:eu-repo/semantics/openAccessFaria, NelsonSofia, Lindália2023-01-09T18:18:59Zoai:ojs.www.revistasg.uff.br:article/385Revistahttps://www.revistasg.uff.br/sgPUBhttps://www.revistasg.uff.br/sg/oai||sg.revista@gmail.com|| periodicos@proppi.uff.br1980-51601980-5160opendoar:2023-01-09T18:18:59Sistemas & Gestão - Universidade Federal Fluminense (UFF)false |
dc.title.none.fl_str_mv |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS i9 - Novo Modelo de Gestão de Inovação em uma Empresa de Serviço de Entretenimento |
title |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
spellingShingle |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS Faria, Nelson Management Model Innovation Entertainment Services Business I9 Management Model Innovation Entertainment Services Business I9 |
title_short |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
title_full |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
title_fullStr |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
title_full_unstemmed |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
title_sort |
I9 - NEW MODEL FOR INNOVATION MANAGEMENT IN AN ENTERTAINMENT SERVICES BUSINESS |
author |
Faria, Nelson |
author_facet |
Faria, Nelson Sofia, Lindália |
author_role |
author |
author2 |
Sofia, Lindália |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Faria, Nelson Sofia, Lindália |
dc.subject.por.fl_str_mv |
Management Model Innovation Entertainment Services Business I9 Management Model Innovation Entertainment Services Business I9 |
topic |
Management Model Innovation Entertainment Services Business I9 Management Model Innovation Entertainment Services Business I9 |
description |
The innovation in entertainment services businesses is an important topic not only for business owners, but also for employees. Despite its economic relevance, the service industry has also received little attention in innovation research. Service providers compete in environments that rapidly change, faced with growing pressure, from both traditional and nontraditional competitors. Innovation is the main way that these organizations have to compete, especially those that confront deregulation. Innovation is also an instrument in the construction and development of the image of businesses that deal with intangibles. Aside from this, the degree of customer demand for entertainment businesses is increasingly growing, with the rise in competition starting with new distribution operators; the viewer began to have more options of alternative audiovisual media. Customer awareness makes businesses worried to provide products with more and more quality. Creativity and innovation act as differential factors in the survival of an entertainment business. When innovation is defined in terms of entertainment, the usual distinction between product innovation and process innovation applies, given that in many cases the production and service consumption are simultaneous. Instead, the result of innovation in entertainment businesses can be characterized by changes in (1) new processes in the production of content, (2) new types of interfaces with the client and (3) new technological options in audio and video production. To give examples for each of these dimensions is possible, but, in practice, innovations of new entertainment services are a mixture of three dimensions. We researched innovation in in general services as well as in entertainment in particular, the antecedent of a successful innovation and Rede Globo´s i9 Innovation Project and its results. A new idea in entertainment services processes tends to be informally organized. However, it can be structured as a process with two stages. The first starts with what is known as the research stage, which concentrates on the selection and acquisition of ideas and the second stages is implementation. In the first phase, the activities have to be done in an innovation project include generating ideas, following the process and measuring. In the second phase, the promising ideas are transformed into concrete results. This stage includes the development of a process for new or modernized products, tests and launching for internal and external clients (all these activities do not necessarily occur in sequence and they can overlap one another). Some previous conditions of project success in Rede Globo´s i9 Innovation Project are directly related with the process: people, innovation cells, participatory structure, project monitoring, resources and information networks and social communication. People are a large factor of success of Globoâs i9. The teams at the entertainment service business have to generate innovative ideas and develop, test and implement new products or services. Another important points is the creation of a secure environment to support innovation, and in order to be permanent, to distinguish culture, leadership and strategy. Finally, part of the success of an innovation project like Globoâs is a direct result of a monitoring, management and administration of ideas and projects. Entertainment service businesses that seek to be different should invent force in innovation in order to guarantee and augment customer loyalty. The impact of dedication to innovation can be triple: financial benefit, due to productivity improvement, client valor, due to product quality improvement and strategic success in the long term. Aside from this, innovation in entertainment service can result in changes in market conditions, given that when a new service or product proves to be successful in a specific sector, other businesses tend to follow lea. A wide perspective of current knowledge in innovation material in service businesses and especially, in entertainment, is necessary. This study has the objective to present a successful case, Globoâs i9, providing a general vision of a success story and showing its results |
publishDate |
2012 |
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2012-10-04 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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https://www.revistasg.uff.br/sg/article/view/V7N2A10 10.7177/sg.2012.V7.N2.A10 |
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https://www.revistasg.uff.br/sg/article/view/V7N2A10 |
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10.7177/sg.2012.V7.N2.A10 |
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https://www.revistasg.uff.br/sg/article/view/V7N2A10/V7N2A10 |
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Copyright (c) 2015 Sistemas & Gestão info:eu-repo/semantics/openAccess |
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Copyright (c) 2015 Sistemas & Gestão |
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openAccess |
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ABEC |
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ABEC |
dc.source.none.fl_str_mv |
Sistemas & Gestão; v. 7 n. 2 (2012): Junho/2012; 274-286 1980-5160 10.7177/sg.2012.v7.n2 reponame:Sistemas & Gestão instname:Universidade Federal Fluminense (UFF) instacron:UFF |
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Universidade Federal Fluminense (UFF) |
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UFF |
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UFF |
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Sistemas & Gestão |
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Sistemas & Gestão |
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Sistemas & Gestão - Universidade Federal Fluminense (UFF) |
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||sg.revista@gmail.com|| periodicos@proppi.uff.br |
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