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User Communities and Social Software in the Video Game Industry

Author

Listed:
  • Thierry Burger-Helmchen

    (BETA - Bureau d'Économie Théorique et Appliquée - INRA - Institut National de la Recherche Agronomique - UNISTRA - Université de Strasbourg - UL - Université de Lorraine - CNRS - Centre National de la Recherche Scientifique)

  • Patrick Cohendet

    (BETA - Bureau d'Économie Théorique et Appliquée - INRA - Institut National de la Recherche Agronomique - UNISTRA - Université de Strasbourg - UL - Université de Lorraine - CNRS - Centre National de la Recherche Scientifique)

Abstract

Firms manufacturing video games and player communities enjoying the games are closely related, not only in a producer-user way, but also in co-development, testing and diffusion activities. This paper explores these tight relationships. The interaction between firms and user communities in this industry has drastically increased in intensity and quality with the introduction and development of social software. However, Social software has simultaneously raised new managerial challenges. Based on a theoretical discussion and empirical material we propose a typology of users in the video game industry. These communities have different reactions to incentives coming from firms producing games and therefore have to be approached and harnessed with specific community management practices and social software devices.

Suggested Citation

  • Thierry Burger-Helmchen & Patrick Cohendet, 2011. "User Communities and Social Software in the Video Game Industry," Post-Print hal-02302912, HAL.
  • Handle: RePEc:hal:journl:hal-02302912
    DOI: 10.1016/j.lrp.2011.09.003
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    Cited by:

    1. Slavo Radosevic & Esin Yoruk, 2012. "SAPPHO Revisited: Factors of Innovation Success in Knowledge-Intensive Enterprises in Central and Eastern Europe," DRUID Working Papers 12-11, DRUID, Copenhagen Business School, Department of Industrial Economics and Strategy/Aalborg University, Department of Business Studies.
    2. Patrycja Klimas & Wojciech Czakon, 2022. "Gaming innovation ecosystem: actors, roles and co-innovation processes," Review of Managerial Science, Springer, vol. 16(7), pages 2213-2259, October.
    3. G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Post-Print halshs-00848861, HAL.
    4. Yujie Wang & Guijie Qi, 2022. "Sustainable Knowledge Contribution in Open Innovation Platforms: An Absorptive Capacity Perspective on Network Effects," Sustainability, MDPI, vol. 14(11), pages 1-17, May.
    5. Sandra Dubouloz & Anne Berthinier-Poncet & Luciana Castro Gonçalves & Emilie Ruiz & Catherine Thevenard-Puthod, 2020. "Communautés d'innovation : de leur caractérisation au questionnement de leurs frontières," Working Papers hal-02891869, HAL.
    6. G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Grenoble Ecole de Management (Post-Print) halshs-00848861, HAL.
    7. Li, Mingwei & Jia, Suling & Du, Wenyu (Derek), 2019. "Fans as a source of extended innovation capabilities: A case study of Xiaomi Technology," International Journal of Information Management, Elsevier, vol. 44(C), pages 204-208.
    8. Dey, Bidit L. & Babu, Mujahid Mohiuddin & Rahman, Mizan & Dora, Manoj & Mishra, Nishikant, 2019. "Technology upgrading through co-creation of value in developing societies: Analysis of the mobile telephone industry in Bangladesh," Technological Forecasting and Social Change, Elsevier, vol. 145(C), pages 413-425.
    9. Oguzhan Aygoren & Stefan Koch, 2021. "Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter," Sustainability, MDPI, vol. 13(16), pages 1-18, August.
    10. Stefan Koch & Michael Bierbamer, 2016. "Opening your product: impact of user innovations and their distribution platform on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 26(4), pages 357-368, November.
    11. Romain Gandia & Guy Parmentier, 2017. "Optimizing value creation and value capture with a digital multi-sided business model," Post-Print hal-01592885, HAL.
    12. Gilles Garel, 2018. "Les communautés aux origines de la micro-informatique : des amateurs aux entreprises," Post-Print hal-02557212, HAL.

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