367 research outputs found

    Making Consumer Knowledge Available and Useful the case of the Computer Games Industry

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    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.Innovation, Consumers, On-line communities, Computer games

    Marginality and Problem Solving Effectiveness in Broadcast Search

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    We examine who the winners are in science problem solving contests characterized by open broadcast of problem information, self-selection of external solvers to discrete problems from the laboratories of large R&D intensive companies and blind review of solution submissions. Analyzing a unique dataset of 166 science challenges involving over 12,000 scientists revealed that technical and social marginality, being a source of different perspectives and heuristics, plays an important role in explaining individual success in problem solving. The provision of a winning solution was positively related to increasing distance between the solver’s field of technical expertise and the focal field of the problem. Female solvers – known to be in the “outer circle” of the scientific establishment - performed significantly better than men in developing successful solutions. Our findings contribute to the emerging literature on open and distributed innovation by demonstrating the value of openness, at least narrowly defined by disclosing problems, in removing barriers to entry to non-obvious individuals. We also contribute to the knowledge-based theory of the firm by showing the effectiveness of a market-mechanism to draw out knowledge from diverse external sources to solve internal problems

    Technology in the HTX technology subject: The Higher Technical Examination Programme (HTX), the Technology subject, and the Concept of Technology

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    The Danish higher technical examination programme (HTX) is the only high school program in Denmark that specialises in technology and engineering. Central to the HTX curriculum are the profile subjects; technology and technical science. In this article, we take a closer look at these subjects, or more precisely, we examine the concept of technology embedded within them. The ministerial order regarding the subjects places the concept of technology within the ‘technology model’. We will examine the background for the model, its potential and limitations and the model's place in teaching through empirical findings from fieldwork in order to examine whether the technology model lives up to its described purpose. Overall, it can be argued that the model works but it can also be argued that the teachers should be aware of the model’s shortcomings and discuss these with students, so they obtain a more dynamic and dialectical understanding of technology.Teknisk Gymnasium (HTX) er den eneste gymnasiale uddannelse i Danmark, der har et stort fokus pĂ„ teknologi og ingeniĂžrvidenskab. Centralt i pensum pĂ„ HTX er proïŹlfagene: Teknologi-og Teknikfag. I denne artikel ser vi nĂŠrmere pĂ„ proïŹlfagene og undersĂžger begrebet teknologi, og begrebet der indlejret i dem. I bekendtgĂžrelsen vedrĂž-rende teknologi- og teknikfaget placeres teknologibegrebet i rammen af ’Teknologimodellen.’ Vi vil i artiklen undersĂžge baggrunden for tek-nologimodellen, dens potentiale og begrĂŠnsninger, samt modellens plads i undervisningen gennem empiriske fund for at blive klogere pĂ„, om teknologimodellen lever op til dens beskreve formĂ„l - at hjĂŠlpe ele-verne med at opfylde lĂŠringsmĂ„lene. Samlet set kan der argumenteres for, at modellen fungerer, men ogsĂ„ at lĂŠrerne skal vĂŠre opmĂŠrksom pĂ„ modellens mangler og diskutere disse med eleverne, sĂ„ de opnĂ„r en mere dynamisk og dialektisk forstĂ„else af teknologi

    The personal attributes of innovative users in the case of computer-controlled music

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    Studies of the sources of innovations have recognized that many innovations are developed by users. However, the fact that firms employ communities of users to strengthen their innovation process has not yet received much attention. In firm-established user communities users freely reveal innovations to a firm’s product platform, which in turn puts the firm in a favorable position (a) because these new product features become available to all users by sharing on a user-to-user basis, or (b) because it allows the firm to pick up the innovations and integrate them in future products and then benefit by selling them to all users. We study the key personal attributes of the individuals responsible for innovations and the creation of value in this organizational context, namely the innovative users, to explain why firm-established user communities work. Analyzing data derived from a web-based questionnaire generating 442 answers we find that innovative users are likely to be (i) hobbyists, an attribute that can be assumed to affect innovators’ willingness to share innovations (positively), and (ii) responsive to "firm-recognition" as a motivating factor for undertaking innovation, which explains their decision to join the firm’s domain. In agreement with earlier studies we also find that innovative users are likely to be "lead users", an attribute that we assume to affect the quality of user innovation. Whether or not a firm-established user community can be turned into an asset for the firm is to a great extent conditioned by the issues studied in this paper. Keywords: Innovation, User community, User Characteristics JEL code(s): L21; L23; O31; O3

    Making Consumer Knowledge Available and Useful

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    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

    The Case of the Computer Games

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    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

    How firms organize the production of user modifications in the computer games industry

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    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; O3

    The implications of "user toolkits for innovation"

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    Crowdfunding as Donations to Entrepreneurial Firms

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    Abstract The bulk of today's ("preorder-," "reward-," "gift-," and "donation-based") crowdfunding raises funds for small, private entrepreneurial ventures without granting funders private claims to the projects' income or the ability to guarantee the realization and delivery of project outcomes. We theorize and show empirically – via a mixed-method approach applied to a representative and remarkably informative case – that the payoff structure for crowdfunders, akin to a public good contribution problem, leads to the tangible value of main project outputs exerting little influence on contributions to crowdfunding. This then raises the question of which funder motivations fund seekers may have to address to crowdfund their projects. We demonstrate the especially large role of non-pecuniary motivations and pinpoint three particular motivations that profit-seeking entrepreneurs may stimulate to be financed through crowdfunding. The findings hold important implications for entrepreneurs' crowdfunding strategies, platform design, and our understanding of how this funding institution works in general. The study also adds to emerging research on the implications of the public good nature of crowdfunding

    Implementation of new guidelines in the prehospital services: a nationwide survey of Norway

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    Background A debate regarding the potential harmful effects of rigid neck collar and backboard usage among prehospital and hospital care providers in Norway provoked the development of an evidence-based guideline. “The Norwegian guideline for the prehospital management of adult trauma patients with potential spinal injury” was developed with rigorous scientific methods and published in 2016. An e-learning course was developed in parallel. The aim of this study is to explore whether emergency medical services personnel in Norway have implemented the guideline, and to what extent the e-learning course was applied during the implementation process. Method An electronic survey was distributed individually to registered prehospital personnel in Norway 18 months after publication of the guideline. Results In all, 938 of 5500 (17%) EMS personnel responded to the survey. More than one-half confirmed knowledge of the guideline; among these, 56% claimed that the guideline was implemented in the service they work. Not having responded to trauma cases in real life was the main reason for not having executed the guideline. The e-learning course had been completed by 18% of respondents. Conclusion Although the guideline has not been authorized or made compulsory by national authorities, one-half of respondents with knowledge of the guideline reported it as implemented. E-learning did not seem to have affected the implementation. The guideline was developed based on perceived needs among care providers, and this probably facilitated implementation of the guideline.publishedVersio
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