@techreport{da5f7c14a0a64498a4eec3a442eebcf9,
title = "Making Consumer Knowledge Available and Useful The Case of the Computer Games",
abstract = "It has been demonstrated that users occasionally innovate. However, it can now be observed thateven 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{\textquoteright}s knowledge. First, is firm{\textquoteright}s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm{\textquoteright}s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge.",
author = "Kaspersen, {Lars Bo}",
year = "2001",
language = "English",
isbn = "8778731097",
series = "DRUID Working Paper",
publisher = "DRUID - Danish Research Unit for Industrial Dynamics",
number = "01-10, 2nd",
address = "Denmark",
edition = "2",
type = "WorkingPaper",
institution = "DRUID - Danish Research Unit for Industrial Dynamics",
}