Profiting from innovative user communities


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Profiting from innovative user communities

Show simple item record Jeppesen, Lars Bo en_US 2009-02-04T10:26:29Z 2009-02-04T10:26:29Z 2005-02-14T00:00:00Z en_US
dc.identifier.isbn 8778690978 en_US
dc.description.abstract Modding – the modification of existing products by consumers – is increasingly exploited by manufacturers to enhance product development and sales. In the computer games industry modding has evolved into a development model in which users act as unpaid "complementors" to manufacturers’ product platforms. This article explains how manufacturers can profit from their abilities to organize and facilitate a process of innovation by user communities and capture the value of the innovations produced in such communities. When managed strategically, two distinct, but not mutually exclusive business models appear from the production of user complements: firstly, a manufacturer can let the (free) user complements "drift" in the user communities, where they increase the value to consumers of owning the given platform and thus can be expected to generate increased platform sales, and secondly, a manufacturer can incorporate and commercialize the best complements found in the user communities. Keywords: innovation, modding, user communities, software platform, business model. JEL code(s): L21; L23; O31; O32 en_US
dc.format.extent 30 s. en_US
dc.language eng en_US
dc.relation.ispartofseries Working paper;2004-003 en_US
dc.title Profiting from innovative user communities en_US
dc.type wp en_US
dc.accessionstatus modt05feb14 miel en_US
dc.contributor.corporation Copenhagen Business School. CBS en_US
dc.contributor.department Institut for Industriøkonomi og Virksomhedsstrategi en_US
dc.contributor.departmentshort IVS en_US
dc.contributor.departmentuk Department of Industrial Economics & Strategy en_US
dc.contributor.departmentukshort IES en_US
dc.idnumber 8778690978 en_US København en_US
dc.publisher.year 2004 en_US
dc.title.subtitle How firms organize the production of user modifications in the computer games industry en_US

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