Learning from Leading-Edge Customers at the Sims: Opening up the Innovation Process Using Toolkits
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Summary
It is argued that toolkits could serve as a promising market research tool for guiding a firm's new product development efforts and as a creche for interested but inexperienced users who could evolve into leading-edge users over time.
- Type
- article
- Published
- 2006-05-26
- Cited by
- 216
- References
- 55
- OpenAlex
- https://openalex.org/W1965372404
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:17996919
Keywords
Process (computing), User innovation, Computer science, Product (mathematics), Enhanced Data Rates for GSM Evolution
References
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- Sims, BattleBots, Cellular Automata God and Go - A Conversation with Will Wright
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- Consumers as Co-developers: Learning and Innovation Outside the Firm
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- Rethinking agency and immersion: video games as a means of consciousness-raising
- How learning by doing is done: problem identification in novel process equipment☆
- The Sims: Real Life as Genre
- The value increment of mass-customized products: An empirical assessment
- Issue 5.1: brands, loyalty and on‐line relationships
- Entrepreneurial opportunities with toolkits for user innovation and design
- Emergent authorship: the next interactive revolution
- Sticky Information and the Locus of Problem Solving: Implications for Innovation
- Efficient Identification of Leading-Edge Expertise: Screening vs. Pyramiding
Cited by
- Digitally enhancing customer agility and competitive activity: How firms use information technology to sense and respond to market opportunities in hypercompetitive environments
- Antecedents and Consequence of Lead Userness and the Moderating Effect of Self-perceived Age: An Empirical Study Among Elderly Air Travellers.
- El sector emprendedor de las TIC, el comercio electrónico y la colaboración con usuarios: efectos sobre el resultado innovador de la empresa
- Three Studies on Innovation and Diffusion: Evidence from Mobile Banking in Developing Countries and a User Innovation Survey in Portugal
- Open Data in Europe - Mapping User Groups to Future Innovation Impacts
- Who is the Active Consumer? : Insight into Contemporary Innovation and Marketing Practices
- Sieci społeczne i technologiczne : wpływ na proces powstawania innowacji w gospodarce / Adam Karbowski.
- Resource Transformation in Platform Envelopment
- Zawłaszczanie wartości w marketingowej działalności w nowych mediach
- The User Innovation Paradigm: Impacts on Markets and Welfare
- Leading Edge Users and Latent Consumer Needs in Electromobility: Findings from a Nethnographic Study of User Innovation in High-Tech Online Communities
- Synergies among Producer Firms, Lead Users, and User Communities: The Case of the LEGO Producer–User Ecosystem†
- Networked Innovation: The British Model of Industry-University Collaboration
- Toward an understanding of meaning creation via the collective co‐production process
- Knowledge Arbitrage in Global Pharma: A Synthetic View of Absorptive Capacity and Open Innovation
- Customer co-creation in innovations : a protocol for innovating with end users
- The Dynamics of Co-Creation in the Video Game Industry: the Case of World of Warcraft
- Conflict Culture and Conflict Management in Consumption Communities
- Construction and adaptation of AI behaviors in computer games
- User cooperation effects on firm's innovation outputs
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