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Digital Consumer Networks and Producer-Consumer Collaboration: Innovation and Product Development in the Video Game Industry
16 references·16 citing·43 second hopsampled
Digital Consumer Networks and Producer-Consumer Collaboration: Innovation and Product Development in the Video Game Industry (2007)Digital Consumer Networks and Producer-Co…The Psychological Consequences of Money (2006)The Psychological Consequence…Incentives and Prosocial Behavior (2006)Incentives and Prosocial Beha…The Generative Internet (2005)The Generative InternetIncentives and Prosocial Behavior (2005)Incentives and Prosocial Beha…Poaching and the Misappropriation of Information: Transaction Risks of Information Exchange (2004)Poaching and the Misappropria…The Economic Structure of Intellectual Property Law (2003)The Economic Structure of Int…The Digitization of Word of Mouth: Promise and Challenges of Online Feedback Mechanisms (2003)The Digitization of Word of M…Cyberspace as Place and the Tragedy of the Digital Anticommons (2003)Cyberspace as Place and the T…Motivation, Knowledge Transfer, and Organizational Forms (2000)Motivation, Knowledge Transfe…Materials for an exploratory theory of the network society (2000)Materials for an exploratory …Innovation, Rent Extraction, and Integration in Systems Markets (2000)Innovation, Rent Extraction, …Decentralized Information Processing in the Theory of Organizations (1999)Decentralized Information Pro…Corporate strategies for information technology: a resource-based approach (1991)Corporate strategies for info…An Economic Analysis of Copyright Law (1989)An Economic Analysis of Copyr…The Competitive Challenge. Strategies for industrial innovation and renewal (1987)The Competitive Challenge. St…Fundamental methods of mathematical economics (1984)Fundamental methods of mathem…The multiplex of value creation and capture logics in the video game industry: An integrative review of 20 years of studies and a future research agenda (2023)The multiplex of value creati…Associations among Challenge Stress, Hindrance Stress, and Employees' Innovative Work Behavior: Mediation Effects of Thriving at Work and Emotional Exhaustion (2023)Associations among Challenge …What Causes the Virtual Agglomeration of Creative Industries? (2021)What Causes the Virtual Agglo…Consumer-to-Consumer Digital-Product-Exchange in the Sharing Economy System With Risk Considerations: Will Digital-Product-Developers Suffer? (2019)Consumer-to-Consumer Digital-…The impacts of live streaming and Twitch.tv on the video game industry (2018)The impacts of live streaming…Impact of using social network services on workplace ostracism, job satisfaction, and innovative behaviour (2017)Impact of using social networ…Crowdfunding for Video Games: Factors that Influence the Success of and Capital Pledged for Campaigns (2017)Crowdfunding for Video Games:…Consumer Co-creation of Digital Culture Products: Business Threat or New Opportunity? (2015)Consumer Co-creation of Digit…Enhancing User-Game Engagement Through Software Gaming Elements (2014)Enhancing User-Game Engagemen…Transforming the nature and scope of new product development (2012)Transforming the nature and s…An empirical evaluation of management and operational capabilities for innovation via co‐creation (2012)An empirical evaluation of ma…The orchestrating firm: value creation in the video game industry (2011)The orchestrating firm: value…Boundary Management in Online Communities: Case Studies of the Nine Inch Nails and ccMixter Music Remix Sites (2011)Boundary Management in Online…The complex problem of monetizing virtual electronic social networks (2009)The complex problem of moneti…Business ecosystem perspective on value co-creation in the Web 2.0 era: implications for entrepreneurial opportunities (2009)Business ecosystem perspectiv…How to Compete in the Metaverse: The Business Models in Second Life (2008)How to Compete in the Metaver…The role of category accessibility in the interpretation of information about persons: Some determinants and implications. 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Outline of the Theory of Structuration (1984)Social theory and the politics of identity (1994)Collective and Reflexive Styles of Volunteering: A Sociological Modernization Perspective (2003)On the Mediation of Everything: ICA Presidential Address 2008 (2009)Policy Network Analysis (2009)The Role of Market Forces in Assuring Contractual Performance (1981)Managerial Incentive Problems: A Dynamic Perspective (1999)The Eigentrust algorithm for reputation management in P2P networks (2003)Electronic word-of-mouth in hospitality and tourism management (2007)The Effect of On-Line Consumer Reviews on Consumer Purchasing Intention: The Moderating Role of Involvement (2007)Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics (2010)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Economics and Identity* (2000)Doing Good or Doing Well? 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References

  • 2003The Digitization of Word of Mouth: Promise and Challenges of Online Feedback Mechanisms3,439 cited
  • 2006Incentives and Prosocial Behavior3,338 cited
  • 1984Fundamental methods of mathematical economics1,539 cited
  • 2006The Psychological Consequences of Money1,336 cited
  • 2000Materials for an exploratory theory of the network society770 cited
  • 2003The Economic Structure of Intellectual Property Law668 cited
  • 1989An Economic Analysis of Copyright Law584 cited
  • 1987The Competitive Challenge. Strategies for industrial innovation and renewal503 cited
  • 2005The Generative Internet483 cited
  • 2000Motivation, Knowledge Transfer, and Organizational Forms290 cited
  • 2000Innovation, Rent Extraction, and Integration in Systems Markets240 cited
  • 2005Incentives and Prosocial Behavior130 cited
  • 1999Decentralized Information Processing in the Theory of Organizations116 cited
  • 2003Cyberspace as Place and the Tragedy of the Digital Anticommons110 cited
  • 2004Poaching and the Misappropriation of Information: Transaction Risks of Information Exchange100 cited
  • 1991

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Corporate strategies for information technology: a resource-based approach
93 cited

Cited by

  • 2018The impacts of live streaming and Twitch.tv on the video game industry208 cited
  • 2009The complex problem of monetizing virtual electronic social networks164 cited
  • 2011Boundary Management in Online Communities: Case Studies of the Nine Inch Nails and ccMixter Music Remix Sites79 cited
  • 2014Enhancing User-Game Engagement Through Software Gaming Elements75 cited
  • 2017Impact of using social network services on workplace ostracism, job satisfaction, and innovative behaviour69 cited
  • 2012An empirical evaluation of management and operational capabilities for innovation via co‐creation53 cited
  • 2017Crowdfunding for Video Games: Factors that Influence the Success of and Capital Pledged for Campaigns46 cited
  • 2015Consumer Co-creation of Digital Culture Products: Business Threat or New Opportunity?42 cited
  • 2008How to Compete in the Metaverse: The Business Models in Second Life42 cited
  • 2012Transforming the nature and scope of new product development37 cited
  • 2023Associations among Challenge Stress, Hindrance Stress, and Employees' Innovative Work Behavior: Mediation Effects of Thriving at Work and Emotional Exhaustion26 cited
  • 2019Consumer-to-Consumer Digital-Product-Exchange in the Sharing Economy System With Risk Considerations: Will Digital-Product-Developers Suffer?24 cited
  • 2011The orchestrating firm: value creation in the video game industry22 cited
  • 2023The multiplex of value creation and capture logics in the video game industry: An integrative review of 20 years of studies and a future research agenda21 cited
  • 2009Business ecosystem perspective on value co-creation in the Web 2.0 era: implications for entrepreneurial opportunities19 cited
  • 2021What Causes the Virtual Agglomeration of Creative Industries?18 cited