Making Consumer Knowledge Available and Useful

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Making Consumer Knowledge Available and Useful

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dc.contributor.author Jeppesen, Lars Bo
dc.date.accessioned 2010-06-28
dc.date.accessioned 2010-06-28T14:21:26Z
dc.date.available 2010-06-28T14:21:26Z
dc.date.issued 2010-06-28
dc.identifier.isbn 87-7873-109-7
dc.identifier.uri http://hdl.handle.net/10398/8071
dc.description.abstract It has been demonstrated that users occasionally innovate. However, it can now be observed that even end-consumers act as a source novel product designs. A case study of a firm, and “its” consumers - from the computer games industry - illustrates how sourcing of consumer knowledge has enabled the firm to improve product design. Two conditions favor the results firms can obtain from consumer’s knowledge. First, is firm’s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm’s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge. en_US
dc.format.extent 29 s. en_US
dc.language eng en_US
dc.relation.ispartofseries Danish research unit for industrial dynamics;01-10
dc.subject.other Innovation, Consumers, On-line communities, Computer games en_US
dc.title Making Consumer Knowledge Available and Useful en_US
dc.type wp en_US
dc.accessionstatus modt10jun28 siso en_US
dc.contributor.corporation Copenhagen Business School. CBS en_US
dc.contributor.corporation Copenhagen Business School. CBS en_US
dc.contributor.department Institut for Innovation og Organisationsøkonomi en_US
dc.contributor.departmentshort INO en_US
dc.contributor.departmentuk Department of Innovation and Organizational Economics en_US
dc.contributor.departmentukshort INO en_US
dc.idnumber x656120095 en_US
dc.publisher.city Frederiksberg en_US
dc.publisher.year 2003 en_US


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