Making Consumer Knowledge Available and Useful


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Making Consumer Knowledge Available and Useful

Show simple item record Jeppesen, Lars Bo 2009-08-20 2009-08-20T12:06:51Z 2009-08-20T12:06:51Z 2009-08-20
dc.identifier.isbn 8778731097
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.publisher DRUID en_US
dc.relation.ispartofseries DRUID Working Paper;01-10
dc.title Making Consumer Knowledge Available and Useful en_US
dc.type wp en_US
dc.accessionstatus modt09aug20 liga en_US
dc.contributor.corporation Copenhagen Business School. CBS en_US
dc.contributor.department Danish Research Unit for Industrial Dynamics en_US
dc.contributor.departmentshort DRUID en_US
dc.contributor.departmentuk Danish Research Unit for Industrial Dynamics en_US
dc.contributor.departmentukshort DRUID en_US
dc.idnumber 8778731097 en_US Frederiksberg en_US
dc.publisher.year 2001 en_US
dc.title.subtitle The Case of the Computer Games en_US

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