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InnoTube: a video-based connection tool supporting collaborative innovation
16 references·1 citing·42 second hop
InnoTube: a video-based connection tool supporting collaborative innovation (2009)InnoTube: a video-based connection tool s…Pew Internet and American Life Project (2020)Pew Internet and American Lif…4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)4 What Is Web 2.0? Design Pat…Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…On the relationship between innovation and performance: A sensitivity analysis (2006)On the relationship between i…Enterprise 2.0: the dawn of emergent collaboration (2006)Enterprise 2.0: the dawn of e…What really drives the market (2005)What really drives the marketWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The Strength of Weak Ties You Can Trust: The Mediating Role of Trust in Effective Knowledge Transfer (2004)The Strength of Weak Ties You…What video games have to teach us about learning and literacy (2003)What video games have to teac…The Era of Open Innovation (2003)The Era of Open InnovationThinking for a Living (2001)Thinking for a LivingThe Relational View: Cooperative Strategy and Sources of Interorganizational Competitive Advantage (1998)The Relational View: Cooperat…The Relational View: Cooperative Strategy and Sources of Interorganizational Competitive Advantage (1998)The Relational View: Cooperat…THE RELATIONSHIP BETWEEN TYPES OF INNOVATION AND ORGANIZATIONAL PERFORMANCE (1989)THE RELATIONSHIP BETWEEN TYPE…Organizational Innovation and Performance: The Problem of "Organizational Lag" (1984)Organizational Innovation and…The effects of knowledge transfer on innovation capability: A moderated mediation model of absorptive capability and network reliance (2020)The effects of knowledge tran…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Strength of Weak Ties (1973)TIE AND NETWORK CORRELATES OF INDIVIDUAL PERFORMANCE IN KNOWLEDGE-INTENSIVE WORK. (2004)Knowledge sharing: A review and directions for future research (2009)Social Media Peer Communication and Impacts on Purchase Intentions: A Consumer Socialization Framework (2012)Diffusion of Innovations 1 (2019)Trust: The Social Virtues and the Creation of Prosperity (1996)Evaluating the use of exploratory factor analysis in psychological research. (1999)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)The Social Life of Information (2000)Government 2.0: Making connections between citizens, data and government (2010)Social media and political communication: a social media analytics framework (2012)Social Media Use in Organizations: Exploring the Affordances of Visibility, Editability, Persistence, and Association (2013)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)Firm Resources and Sustained Competitive Advantage (1991)Value creation in E‐business (2001)Firm resources and sustained competitive advantage (2004)Social Capital, Networks, and Knowledge Transfer (2005)The Uppsala internationalization process model revisited: From liability of foreignness to liability of outsidership (2009)Bureaucracy and Innovation (1965)Top management and innovations in banking: Does the composition of the top team make a difference? (1989)Innovation, organizational learning, and performance (2010)Effects of innovation types on firm performance (2011)Innovations and organizations (2020)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Behaviorism, Cognitivism, Constructivism: Comparing Critical Features from an Instructional Design Perspective (1993)The Theory and Practice of Online Learning (2008)The Platformization of the Web: Making Web Data Platform Ready (2015)Beyond high tech: early adopters of open innovation in other industries (2006)Open innovation: State of the art and future perspectives (2010)Leveraging External Sources of Innovation: A Review of Research on Open Innovation (2013)Value creation in innovation ecosystems: how the structure of technological interdependence affects firm performance in new technology generations (2009)Towards a Theory of Ecosystems (2018)
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References

  • 1998The Relational View: Cooperative Strategy and Sources of Interorganizational Competitive Advantage9,956 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 20124 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software5,601 cited
  • 1998The Relational View: Cooperative Strategy and Sources of Interorganizational Competitive Advantage4,797 cited
  • 2003The Era of Open Innovation2,784 cited
  • 2004The Strength of Weak Ties You Can Trust: The Mediating Role of Trust in Effective Knowledge Transfer2,739 cited
  • 1984Organizational Innovation and Performance: The Problem of "Organizational Lag"1,788 cited
  • 2006Enterprise 2.0: the dawn of emergent collaboration1,407 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 1989THE RELATIONSHIP BETWEEN TYPES OF INNOVATION AND ORGANIZATIONAL PERFORMANCE660 cited
  • 2020Pew Internet and American Life Project594 cited
  • 2006On the relationship between innovation and performance: A sensitivity analysis565 cited
  • 2006Video Game Uses and Gratifications as Predicators of Use and Game Preference.388 cited

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  • 2005What really drives the market219 cited
  • 2001Thinking for a Living192 cited
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    • 2020The effects of knowledge transfer on innovation capability: A moderated mediation model of absorptive capability and network reliance43 cited