|
 |
Companies Learn and |
|
Most organisms behave like complex adaptive systems. As their parts sense and respond to conditions outside the system that constantly change, each part interacts with and influences the other parts in the system. Ultimately, this yields new patterns of behavior for the overall system. |
|
|
 |
Companies Become Sel |
|
As firms develop a peripheral nervous system composed of sensors and a central nervous system with computers that enables the firm to learn, adapt and innovate, we have to ask, “How will those firms be organized and managed to extract the maximum value from these capabilities?” |
|
|
 |
China"s Filtere |
|
While Web 2.0 is already transforming the way people live and work in the U.S., China is still struggling to absorb the impact of the most basic form of the Internet. E-mail, chat rooms, message boards, and Web sites all provide ways for people to communicate instantly and openly. As a result, the Internet represents both an opportunity for its growing economy, and a threat to its political stability. |
|
|
 |
Mending a Broken Hea |
|
Worldwide, about 23 million people have heart attacks each year. Half of them die within five years. In the United States alone, heart failure costs $40 billion a year. |
|
|
 |
Video Gaming Becomes |
|
The market for home video games is only 30 years old. It began in 1975, when Atari released a home version of Pong. Global industry sales of home video games totaled $28 billion in 2002, the last year for which reliable worldwide industry figures are available. In the same year, U.S. sales of computer and video game hardware and software exceeded $11 billion and probably surpassed $13 billion in 2003. |
|
|