IS Atlas
jmis·2007년 10월 1일

Digital Consumer Networks and Producer-Consumer Collaboration: Innovation and Product Development in the Video Game Industry

Reina Y. Arakji, Karl R. Lang

Journal of Management Information Systems

18
피인용
8.7
FWCI
5
IS/마케팅/OM 탑저널 피인용
37
IS/마케팅/OM 탑저널 참고문헌
01Abstract

This paper examines new forms of collaboration between producers and consumers that are emerging in the digital entertainment space. Taking the case of the video game industry, we show how some firms have opened a portion of their proprietary content for transformation by consumers and allowed the development of consumer-designed and consumer-implemented derivative products. By reappropriating these derivatives, video game firms are successfully outsourcing parts of their game design and development process to digital consumer networks. Applying economic analysis, we explore the potential benefits and risks associated with outsourcing to networks of consumers. We also derive the optimal combination of copyright enforcement and consumer compensation. Our results suggest that profit-maximizing producers of video games have incentive to partially open game content to their users and to remunerate the most innovative ones, under the condition that the derivatives constitute complements to, and not substitutes for, the original product. We discuss the implications on firm strategy for innovation.

02연구 흐름

불러오는 중…

03비슷한 논문

불러오는 중…

04이후 연구

불러오는 중…

05선행 연구

불러오는 중…

06서지 정보