User Communities and Social Software in the Video Game Industry
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Abstract
Suggested Citation
DOI: 10.1016/j.lrp.2011.09.003
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Citations
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Cited by:
- Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
- Yujie Wang & Guijie Qi, 2022. "Sustainable Knowledge Contribution in Open Innovation Platforms: An Absorptive Capacity Perspective on Network Effects," Sustainability, MDPI, vol. 14(11), pages 1-17, May.
- G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Grenoble Ecole de Management (Post-Print) halshs-00848861, HAL.
- Li, Mingwei & Jia, Suling & Du, Wenyu (Derek), 2019. "Fans as a source of extended innovation capabilities: A case study of Xiaomi Technology," International Journal of Information Management, Elsevier, vol. 44(C), pages 204-208.
- Dey, Bidit L. & Babu, Mujahid Mohiuddin & Rahman, Mizan & Dora, Manoj & Mishra, Nishikant, 2019. "Technology upgrading through co-creation of value in developing societies: Analysis of the mobile telephone industry in Bangladesh," Technological Forecasting and Social Change, Elsevier, vol. 145(C), pages 413-425.
- Oguzhan Aygoren & Stefan Koch, 2021. "Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter," Sustainability, MDPI, vol. 13(16), pages 1-18, August.
- Romain Gandia & Guy Parmentier, 2017. "Optimizing value creation and value capture with a digital multi-sided business model," Post-Print hal-01592885, HAL.
- Slavo Radosevic & Esin Yoruk, 2012. "SAPPHO Revisited: Factors of Innovation Success in Knowledge-Intensive Enterprises in Central and Eastern Europe," DRUID Working Papers 12-11, DRUID, Copenhagen Business School, Department of Industrial Economics and Strategy/Aalborg University, Department of Business Studies.
- G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Post-Print halshs-00848861, HAL.
- Sandra Dubouloz & Anne Berthinier-Poncet & Luciana Castro Gonçalves & Emilie Ruiz & Catherine Thevenard-Puthod, 2020. "Communautés d'innovation : de leur caractérisation au questionnement de leurs frontières," Working Papers hal-02891869, HAL.
- 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.
- Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
- Gilles Garel, 2018. "Les communautés aux origines de la micro-informatique : des amateurs aux entreprises," Post-Print hal-02557212, HAL.
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