Regional Development Programs: A Reason for Them Failing

This paper contributes to the analysis of the design of regional development programs. This is a case study the birth, life, death and afterlife of a stately development program in Norway, supporting diffusion of innovations by promoting e-business in SMEs (small and medium sized enterprises). The study shows that joint projects like regional development programs have to be designed such that the present value of the future benefits always exceeds the present value of the future effort for all stakeholders vital for the survival of the project. The study also indicate that a development program not always have one common goal which all the stakeholders agree upon. There are several stakeholders who may have different goals by playing a part in the realization of the program. Even if some parties evaluate the results of a development program as a failure, other may have attained their goals. The lessons learned from this study may advise the designers of development programs involving many independent stakeholders. There is a lack of research examining failing development programs, investigating the reasons for it to be considered a failure. This paper shows why a development program was terminated and gives hint to how joint programs could be designed in order for the program to deliver the wanted results to all the key stakeholders.

Assessing the Value of Virtual Worlds for Post- Secondary Instructors: A Survey of Innovators, Early Adopters and the Early Majority in Second Life

The purpose of this study was to assess the value of Second Life among post-secondary instructors with experience using Second Life as an educational tool. Using Everett Rogers-s diffusion of innovations theory, survey respondents (N = 162), were divided into three adopter categories: innovators, early adopters and the early majority. Respondents were from 15 countries and 25 academic disciplines, indicating the considerable potential this innovation has to be adopted across many different borders and in many areas of academe. Nearly 94% of respondents said they plan to use Second Life again as an educational tool. However, no significant differences were found in instructors- levels of satisfaction with Second Life as an educational tool or their perceived effect on student learning across adopter categories. On the other hand, instructors who conducted class fully in Second Life were significantly more satisfied than those who used Second Life as only a small supplement to a real-world class. Overall, personal interest factors, rather than interpersonal communication factors, most influenced respondents- decision to adopt Second Life as an educational tool. In light of these findings, theoretical implications are discussed and practical suggestions are provided.