The Organisation of Transactions
The Organisation of Transactions
Author: Sebastiaan MeijerThe globalisation of supply chains and networks causes traders from all over the world to make transactions with each other. Many transactions are made in world markets where the price is the way in which supply and demand are brought together. Other transactions, however, are made between people who know each other and have business relationships, using the so-called network mode of organisation. These traders may be loyal to one another and consider the role of social variables like trust, embeddedness and culture in their choices. This balance between network and market modes of organisation is not yet fully understood and is addressed in this book.
This book uses a new research method that is ideally suited to study complex supply networks with all of its different traders. Gaming simulation is an established method for training and policy evaluation, but its application as a both quantitative and qualitative research method is relatively new. Two gaming simulations, called the Trust and Tracing Game (to study trust and cheating) and the Mango Chain Game (to study bargaining power and revenue distribution) are applied to show empirical results of a generic supply network trading products with a hidden quality attribute and the mango supply network from Costa Rica. This book is of interest for two categories of readers. Those who may like to concentrate on the empirical results will be interested in the factors that determine the choice of a mode of organisation in supply networks. Those who are interested in the methodology may wish to use gaming simulation as a research tool in their own research.
Availability: In Print
Publication date: 2009
Binding: Paperback
Dimensions: Unknown
Weight: Unknown
Extent: 206 pp
ISBN: 978-90-8686-102-6
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Preface and acknowledgements
1. Introduction
Appendices
About the author
1. Introduction
- 1.1 Study domain
- 1.2 Research method
- 1.3 Two studies
- 2.1 What is gaming simulation?
- 2.2 Reasons to use gaming simulation
- 2.3 Gaming simulation for non-research purposes
- 2.4 Gaming simulation for research purposes
- 2.5 Position of gaming simulation among research methods
- 2.6 Validity, reliability and repeatability of gaming simulation
- 2.7 Concluding remarks
- 3.1 Research process
- 3.2 Two gaming simulations
- 3.3 Concluding remarks
- 4.1 Supply chains and networks
- 4.2 New institutional economics
- 4.3 Other explanatory theories
- 5.1 Design cycle
- 5.2 Empirical cycle
- 5.3 Multi-agent simulation
- 5.4 Validity
- 6.1 Research issue
- 6.2 The mango supply network in Costa Rica
- 6.3 Analyzing bargaining power in the supply network
- 6.4 Materials and methods: the Mango Chain Game
- 6.5 Operationalisation of the analytical model
- 6.6 Results
- 6.7 Discussion and conclusions
- 6.8 Validity
- 7.1 Methodological conclusions and implications
- 7.2 Theoretical conclusions
- 7.3 Future research
- 7.4 Implications for the food chains and networks domain
- 7.5 Implications for other domains
- 7.6 Concluding remarks
Appendices
- Appendix A. Accounts of WUR sessions with Trust and Tracing Game
- Appendix B. List of sessions with the Trust and Tracing Game
- Appendix C. TTG Questions asked in the questionnaires
- Appendix D. MCG Questionnaire
- Appendix E. MCG Transaction form
- Appendix F. Multi-agent simulation results
About the author
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