Making Consumer Knowledge Available and Useful The Case of the Computer Games

Lars Bo Kaspersen*

*Corresponding author for this work

    Research output: Working paperResearch

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    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’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.
    Original languageEnglish
    Place of PublicationFrederiksberg
    PublisherDRUID - Danish Research Unit for Industrial Dynamics
    Edition2
    Number of pages29
    ISBN (Print)8778731097
    Publication statusPublished - 2001
    SeriesDRUID Working Paper
    Number01-10, 2nd

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