All Stories

  1. Theory and Metatheory in the Nature of Information: Review and Thematic Analysis
  2. Epistemic decay: Generative artificial intelligence and the recombination of culture
  3. Contagion: The chaos of the digital ether
  4. Managing unstructured information
  5. Ethics and Artifical intelligence – The rise of the deep fake
  6. Decarbonising information work
  7. Libraries and the metaverse: The rise of augmented and virtual realities
  8. (Dis)information warfare: Risks for businesses
  9. Black-box creativity and generative artifical intelligence
  10. The dangers of generative artificial intelligence
  11. The intricate web: network and rhizome metaphors in hypertext and the web and the epistemic challenge of fake news
  12. Dangerous data: Analytics and information behaviour in the commercial world
  13. Evidence based information work
  14. Information and knowledge leadership
  15. Editorial: Serendipity and information discovery
  16. Ubiquitous information
  17. Blended workplaces
  18. Living in a data driven world
  19. Glocalisation of information services
  20. Knowledge sharing in a virtual world
  21. Clear communication in times of crisis
  22. Working in the world of the pandemic
  23. Intelligence and the role of the information professional
  24. Applied information ethics
  25. Increasing importance of knowledge management in the workplace
  26. Twenty-nine years of the BIR Annual Survey part 2: Changing information work
  27. Twenty-nine years of the BIR Annual Survey part 1: Technological change
  28. Reality filters: Disinformation and fake news
  29. Workplace surveillance
  30. Where traditional skills meet technology
  31. Cryptocurrencies and the blockchain
  32. Big data archives
  33. Information, communications and overload
  34. Being smart with smart technology
  35. Augmented reality in the business world
  36. Virtual realities in the business world
  37. Evaluating digital sources
  38. Using information and technology responsibly
  39. Brexit stage left
  40. From science fiction to reality
  41. Artificial intelligence and professional roles
  42. Post truth, information, and emotion
  43. Information security
  44. Editorial for the March 2016 issue of Business Information Review
  45. The underdog effect and social media
  46. Editorial
  47. Each One of us was Several: Networks, Rhizomes and Web Organisms
  48. Web 2.0 and business – a pointer to the intranets of the future: From 2006 to 2011 – an interview with Luke Tredinnick
  49. Complexity theory and the web
  50. Exploring culture of the digital age
  51. Power
  52. Identity
  53. Memory
  54. Textuality
  55. Authenticity
  56. Knowledge
  57. Representations of technology
  58. The meaning of culture
  59. Narratives of technology and culture
  60. Post‐structuralism, hypertext, and the World Wide Web
  61. Web 2.0 and Business
  62. Digital Information Contexts
  63. Librarianship and print culture
  64. The meaning of information
  65. Understanding digital information
  66. Digital information, language and representation
  67. Digital information and semiotics
  68. Digital information and computer science
  69. Digital information and complexity
  70. Digital information, science and the social sciences
  71. Digital information and post-modernism
  72. Digital information and post-structuralism
  73. Book Review: The Information Society: A Study in Continuity and Change
  74. Libraries without Walls 5: The Distributed Delivery of Library and Information Services
  75. Book Reviews: Organizing the Internet, Library Trends,
  76. Why Intranets Fail (and How to Fix Them)
  77. Anticipating change
  78. Conclusion
  79. Introduction
  80. Why users behave irrationally
  81. Reconciling competing expectations
  82. Elements of intranet architecture
  83. Why organisations behave irrationally
  84. A step-by-step guide to implementing intranets
  85. A step-by-step guide to managing intranets
  86. Building an Intranet content management strategy
  87. Amiga
  88. Civilization (I, II, III, IV)
  89. Tetris
  90. Tomb Raider
  91. World of Warcraft