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Vintage Innovation by Users

In: Communities of Practice and Vintage Innovation

Author

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  • Francesco Schiavone

    (University Parthenope)

Abstract

This chapter reports two case studies on vintage innovation developed directly by communities of users of old technology-based products. This type of vintage innovation is based on the so-called phenomenon of user innovation, the development of an innovation by intermediate users, or consumer users. The cases reported in this chapter are illustrative and based on primary data, collected by e-mail interviews to old technology users, and secondary data collected by scientific references, and online resources. The unit of analysis is the improvement of OTBP performance and customer effectiveness via vintage products after the emergence of new competing technologies. Three dimensions are described for each case study: the OTBP and the process of technological change, the community of practice, and the vintage product. The two case studies are about vintage products for ham radios and arcade videogames, developed by global communities of aficionados users, nowadays communicating and interacting mainly by the Internet. The chapter ends by summarizing the main conclusions and managerial implications of this specific form of vintage innovation.

Suggested Citation

  • Francesco Schiavone, 2014. "Vintage Innovation by Users," SpringerBriefs in Business, in: Communities of Practice and Vintage Innovation, edition 127, chapter 0, pages 89-106, Springer.
  • Handle: RePEc:spr:spbrcp:978-3-319-01902-4_5
    DOI: 10.1007/978-3-319-01902-4_5
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