The Dynamics of Co-Creation in the Video Game Industry: The Case of World of Warcraft
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References listed on IDEAS
- Eric von Hippel & Ralph Katz, 2002. "Shifting Innovation to Users via Toolkits," Management Science, INFORMS, vol. 48(7), pages 821-833, July.
- Von Hippel, Eric A. & Katz, Ralph, 2002. "Shifting Innovation to Users Via Toolkits," Working papers 4232-02, Massachusetts Institute of Technology (MIT), Sloan School of Management.
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Cited by:
- Yi-Wen Chen, 2020. "Sustainable Value Co-Creation in the Virtual Community: How Diversified Co-Creation Experience Affects Co-Creation Intention," IJERPH, MDPI, vol. 17(22), pages 1-14, November.
- Czernek-Marszałek Katarzyna & Klimas Patrycja & Wójcik Dagmara, 2024. "The dark side of social relationships – the context of the video game industry," International Journal of Management and Economics, Warsaw School of Economics, Collegium of World Economy, vol. 60(2), pages 89-107.
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More about this item
Keywords
open innovation; online community; video game; innovative user; customization;All these keywords.
JEL classification:
- L1 - Industrial Organization - - Market Structure, Firm Strategy, and Market Performance
- L82 - Industrial Organization - - Industry Studies: Services - - - Entertainment; Media
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