We, that is Katharina Zangerle, Konstantin Hondros, Sigrid Quack, myself, have recently contributed to an issue in “Research in the Sociology of Organizations” on “Organizing Creativity in the Innovation Journey”. The article is based upon data collected in the course of our joint DFG-funded research project on “Organizing Creativity under Regulatory Uncertainty: Challenges of Intellectual Property”. The photo below was obviously taken pre-pandemic but captures quite nicely the exhausted happiness we feel right now. And feelings and emotions is also what our article is about.
Openness and collaboration in scientific research are attracting increasing attention from scholars and practitioners alike. However, a common understanding of these phenomena is hindered by disciplinary boundaries and disconnected research streams. We link dispersed knowledge on Open Innovation, Open Science, and related concepts such as Responsible Research and Innovation by proposing a unifying Open Innovation in Science (OIS) Research Framework. This framework captures the antecedents, contingencies, and consequences of open and collaborative practices along the entire process of generating and disseminating scientific insights and translating them into innovation. Moreover, it elucidates individual-, team-, organisation-, field-, and society‐level factors shaping OIS practices. To conceptualise the framework, we employed a collaborative approach involving 47 scholars from multiple disciplines, highlighting both tensions and commonalities between existing approaches. The OIS Research Framework thus serves as a basis for future research, informs policy discussions, and provides guidance to scientists and practitioners.
In the article “Creating digital innovation: Bridging analog and digital expertise” I, together with my co-authors Raissa Pershina and Taran Thune (both University of Oslo), investigate how digital innovation is created. The empirical setting for our study is the development of digital serious games, a novel breed of digital learning products whose creation involves a wide range of gaming/digital and learning/analog expertise. We look at how experts rooted in digital and analog knowledge domains jointly innovate. Continue reading “New Article on »Creating digital innovation« in Research Policy”→