BazEkon - The Main Library of the Cracow University of Economics

BazEkon home page

Main menu

Author
Prystupa-Rządca Kaja (Kozminski University, Warsaw), Starostka Justyna (Kozminski University, Warsaw)
Title
Customer Involvement in the Game Development Process
Source
Journal of Entrepreneurship, Management and Innovation (JEMI), 2015, vol. 11, nr 3, s. 43-66, rys., tab., bibliogr. s. 63-65
Issue title
Entrepreneurship and Innovations : Novel Research Approaches
Keyword
Przemysł kreatywny, Rozwój produktu, Nowe produkty, Klient
Creative industry, Product development, New products, Customer
Note
streszcz., summ.
Abstract
Przemysł kreatywny jest szybko rozwijającym się sektorem gospodarki w wielu krajach. Rosnąca konkurencja w tej dziedzinie skłania wiele firm do wdrażania strategii wykorzystującej zaangażowanie użytkowników w rozwój produktów w celu dostarczania produktów lepiej dostosowanych do potrzeb klientów. Z drugiej strony, próba pogodzenia oczekiwań klientów z twórczością artystyczną może generować napięcia. Dlatego celem tej pracy jest zbadanie sposobów zaangażowania użytkowników w rozwój produktów i rzeczywistego wpływu użytkowników na projektowanie rozwiązań. Uzyskane wyniki są oparte na danych zgromadzonych w ramach dwuletniego projektu badań jakościowych prowadzonego w firmach tworzących gry. (abstrakt oryginalny)

The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers' needs. On the other hand, the attempt to align the customers' expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users' involvement in product development and real impact of the users on project design. The obtained findings are based on two-year qualitative research project conducted in game development companies. (original abstract)
Full text
Show
Bibliography
Show
  1. Cavusgil, S. T., Calantone, R. J. Zhao, Y. (2003). Tacit knowledge transfer and firm innovation capability. Journal of Business & Industrial Marketing, 18(1), 6-21.
  2. Cohen, D. S., Bustamante II, S. A.. (2010). Producing games. From business and budgets to creativity and design. Boston, MA: Focal Press.
  3. DCMC (2008). Creative industries in Berlin. Development and potential. Berlin: Senatsverwaltung für Wirtschaft, Technologie und Frauen.
  4. Dovey, J., Kennedy, H. W. (2011). Game cultures. Computer games as new media. New York: Open University Press, McGraw Hill Education.
  5. Etgar, M. (2008). A descriptive model of the consumer co-production process. Journal of the Academy of Marketing Science, 36(1), 97-108.
  6. Fang, E. (2008). Customer participation and the trade-off between new product innovativeness and speed to market. Journal of Marketing, 72(4), 90-104.
  7. Franke, N., Piller, F. (2004). Value creation by toolkits for user innovation and design: The case of the watch market. Journal of Product Innovation Management, 21(6), 401-415.
  8. Gartner (2013). Gartner says worldwide video game market to total $93 billion in 2013. Gartner Press Release", 29.10.2013. Retrieved from: http://www.gartner.com/newsroom/id/2614915.
  9. Glaser, B., Strauss, A. (1957). Discovery of grounded theory: Strategies for qualitative research. Chicago: Aldine.
  10. Green, P. E., Srinivasan, V. (1990). Conjoint analysis in marketing: New developments with implications for research and practice. Journal of Marketing, 54(4), 3-19.
  11. Greenbaum, T. L. (1998). The handbook for focus group research. Thousand Oaks, CA - London - New Delhi: SAGE Publications.
  12. Hippel, E. V. (2006). Democratizing innovation. Cambridge, MA: MIT Press.
  13. Hoyer, W. D., Chandy, R., Dorotic, M., Krafft, M., Singh, S. S. (2010). Consumer co-creation in new product development. Journal of Service Research, 13(3), 283-296.
  14. Huston, L., Sakkab, N.. (2006). Connect and develop: Inside Procter & Gamble's new model for innovation. Harvard Business Review, 84(3), 68- 76.
  15. Janssen, K. L., Dankbaar, B. (2008). Proactive involvement of consumers in innovation: selecting appropriate techniques. International Journal of Innovation Management, 12(3), 511-541.
  16. Kaulio, M. A. (1998). Customer, consumer and user involvement in product development: A framework and a review of selected methods. Total Quality Management, 9(1), 141-149.
  17. Kerr, A. (2011). Player production and innovation in online games. Time for new rules? In: A. Kerr (Ed.) Online gaming in context. The social and cultural significance of online (pp. 25-40). London: Routledge.
  18. Latusek-Jurczak, D., Prystupa-Rządca, K.. (2014). Collaboration and trust - building in open innovation community. Journal of Economics and Management, 17, 47-62.
  19. Leonard, D. (2002). The limitations of listening. Harvard Business Review, 80(1), 93.
  20. Mahajan, V., Wind, J. (1992). New product models: Practice, shortcomings and desired improvements. Journal of Product Innovation Management, 9, 128-139.
  21. Orme, B. K. (2005). Getting started with conjoint analysis: Strategies for product design and pricing research. Madison, WI: Research Publishers, LLC.
  22. Payne, A., Storbacka, K., Frow, P. (2008). Managing the co- creation of value. Journal of the Academy of Marketing Science, 36, 83-96.
  23. Polanyi, M. (1967). The tacit dimension. New York: Anchor Books.
  24. Prahalad, C. K., Ramaswamy, V. (2004). Co-creating unique value with customers. Strategy and Leadership, 32(3), 4-9.
  25. Prato, G. D., Feijoo, C., Nepelski, D., Bogdanowicz, M., Simon, J. P. (2010). Born digital/grown digital: Assessing the future competitiveness of the EU video games software industry. JRC Scientific and Technical Reports, EUR 24555 EN. Luxemburg: Publication Office of the European Union.
  26. Prystupa-Rządca, K. (2014) Zarządzanie wiedzą w organizacjach typu born global. Warsaw: Sedno.
  27. Ramaswamy, V., Gouillart, F. (2010). Building the co-creative enterprise. Harvard Business Review, 8(10), 100-109.
  28. Resnik, A. J., Harmon, R. R. (1983). Consumer complaints and managerial response: A holistic approach. Journal of Marketing, 47(1), 86-97.
  29. Rosenberg, N. (1982). Inside the black box: technology and economics. New York: Cambridge University Press.
  30. Sakkab, N. (2007). Growing through innovation. Research Technology Management, 50(6).
  31. Tanev, S., Thomsen, M. S., Ma, Z. (2010). Value co-creation: from an emerging paradigm to the next practices of innovation. The Proceedings of the 3rd ISPIM Innovation Symposium held in Quebec, Canada.
  32. Tax, S. S., Brown, S. W. Chandrashekaran, M. (1998). Customer evaluations of service complaint experiences: Implications for relationship marketing. Journal of Marketing, 62(2), 60-76.
  33. Tera Consultants (2010). Building a digital economy: The importance of saving jobs in the UE's creative industries. A study commissioned by the International Chamber of Commerce's BASCAP initiative. Retrieved from: https://oami.europa.eu/ohimportal/documents/11370/71142/Building+a+Digital+Economy,+the +importance+of+saving+jobs+in+the+EUs+creative+industries.
  34. Thomke, S., von Hippel, E. (2002). Customers as innovators: A new way to create value. Harvard Business Review, 80(4), 74-81.
  35. Vargo, S. (2008). Customer integration and value creation - paradigmatic traps and perspectives. Journal of Service Research, 11(2), 211-215.
  36. Vargo, S. L., Lusch, R. F. (2004). Evolving to a new dominant logic for marketing. Journal of Marketing, 68(1), 1-17.
  37. Von Hippel, E., Katz, R. (2002). Shifting innovation to users via toolkits. Management Science, 48(7), 821-833.
  38. Yin, R. K. (2003). Case study research. Design and methods. Thousand Oaks, CA - London - New Delhi: SAGE Publications.
Cited by
Show
ISSN
2299-7075
Language
eng
URI / DOI
http://dx.doi.org/10.7341/20151133
Share on Facebook Share on Twitter Share on Google+ Share on Pinterest Share on LinkedIn Wyślij znajomemu