| Literature DB >> 33191956 |
Alexander Brem1,2, Eric Viardot3, Petra A Nylund1.
Abstract
In contrast to earlier coronavirus diseases such as SARS or MERS, whose impact was largely limited to specific regions of the world, the novel coronavirus, COVID-19, is affecting people across the globe. This article analyzes the effects of this worldwide phenomenon on certain technologies and how this may improve our lives. It presents technologies that relate directly to the treatment of the virus as well as those that have been used to adapt to living under this crisis. Given that such a pandemic will likely affect humanity again, this article also highlights how these technologies may prove helpful in the future. To this end, technological challenges, related innovation logics, and their social impacts are discussed.Entities:
Keywords: COVID-19; Forecasting; Innovation; Pandemic; Technological change
Year: 2020 PMID: 33191956 PMCID: PMC7648540 DOI: 10.1016/j.techfore.2020.120451
Source DB: PubMed Journal: Technol Forecast Soc Change ISSN: 0040-1625
COVID-19 crisis short-term and long-term consequences.
| Technology | Short-term consequences (1–18 months) | Long-term consequences (beyond 18 months) |
|---|---|---|
| 1. | -Fast production of medical equipment for hospitals and medical organizations including medical NGOs | - Larger acquisition of 3D printers by hospitals to facilitate local production, if needed. |
| 2. | Fast adaptation of production process to manufacture urgently needed medical devices during epidemics (ventilation, hands sanitizers, etc.). | - Redesign of medical devices so they can be manufactured faster and more easily |
| 3. | - Contribution to the faster development and distribution of new vaccines | - Increased use of data monitoring by companies and governments (automatic tracking of people, goods, etc.) to prevent future epidemics with privacy and political consequences |
| 4. | - Accelerated incorporation of more healthcare features into smartphones, smartwatches and other wearable devices | - Smart health as part of health insurance. |
| 5. | Short-term option for teaching under quarantine. | - Substitution of in-person classes through digital offerings leading to an increased market share of online programs and curriculums vs. offline programs. |
| 6. | Significant increase in e-gaming tournaments and participations modelled on offline sport (soccer, tennis, moto, regatta, etc.) instead of only existing games (e.g., Call of Duty, StarCraft2, or Dota2) | - Recognition of virtual games as similar to offline games with professional leagues, top salary star players, merchandising, etc. |
| 7. | Substitute of in-person meetings because of quarantine | - Full home-office working environments. |
| 8. | No opportunities to visit cinemas, etc., leading to dramatic loss of revenues for all sectors of the culture industry, notably live performances such as concerts, operas, etc., as well as the delayed launch of new artists and work (movies, books, albums) | - Tipping point in favor of the consumption of news and entertainment at home, leading to the near disappearance of traditional media (newspapers and movie theatres, for instance) |
| 9. | Fall in the rate of infection through the reduced use of cash | - Online cashless systems retained |
| 10. | Increased demand for e-commerce in all affected countries while physical stores are constrained or even shut. | - Strengthened market share of e-commerce in the retail industry. |
The impact on society of technological developments during the COVID-19 crisis.
| Technological development | Innovation logic | Social impact |
|---|---|---|
| Ventilators, vaccines | Time-to-market | Crisis readiness |
| Artificial intelligence, ventilators | Cross-sectoral innovation | Innovation in ecosystems |
| Respirators, sanitizers | Flexible manufacturing systems | Social responsibility |
| Artificial intelligence, robotics | Big data | Intellectual property |
| Wearables, cashless payment, streaming, e-commerce | Technology acceptance | Citizen surveillance |
| Videoconferencing, e-learning, e-gaming | Digitization | Flexible work methods |