What determines the successfulness of a crowdsourcing campaign: A study on the relationships between indicators of trustworthiness, popularity, and success
Author
Abstract
Suggested Citation
DOI: 10.1016/j.jbusres.2021.09.032
Download full text from publisher
As the access to this document is restricted, you may want to search for a different version of it.
References listed on IDEAS
- Martin, Kirsten, 2018. "The penalty for privacy violations: How privacy violations impact trust online," Journal of Business Research, Elsevier, vol. 82(C), pages 103-116.
- Wenbo Guo & Jing Betty Feng & Brad McKenna & Pengzhu Zhang, 2017. "Inter-organizational governance and trilateral trust building: a case study of crowdsourcing-based open innovation in China," Asian Business & Management, Palgrave Macmillan, vol. 16(3), pages 187-207, July.
- Hsee, Christopher K, et al, 2003. "Medium Maximization," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 30(1), pages 1-14, June.
- Littlepage, Glenn & Robison, William & Reddington, Kelly, 1997. "Effects of Task Experience and Group Experience on Group Performance, Member Ability, and Recognition of Expertise," Organizational Behavior and Human Decision Processes, Elsevier, vol. 69(2), pages 133-147, February.
- Tho, Nguyen Dinh & Trang, Nguyen Thi Mai, 2015. "Can knowledge be transferred from business schools to business organizations through in-service training students? SEM and fsQCA findings," Journal of Business Research, Elsevier, vol. 68(6), pages 1332-1340.
- Hammedi, Wafa & Leclercq, Thomas & Poncin, Ingrid & Alkire (Née Nasr), Linda, 2021. "Uncovering the dark side of gamification at work: Impacts on engagement and well-being," Journal of Business Research, Elsevier, vol. 122(C), pages 256-269.
- Arora, Ashish & Athreye, Suma & Huang, Can, 2016.
"The paradox of openness revisited: Collaborative innovation and patenting by UK innovators,"
Research Policy, Elsevier, vol. 45(7), pages 1352-1361.
- Arora, Ashish & Athreye, Suma & Huang, Can, 2015. "The paradox of openness revisited: Collaborative innovation and patenting by UK innovators," MERIT Working Papers 2015-031, United Nations University - Maastricht Economic and Social Research Institute on Innovation and Technology (MERIT).
- Steils, Nadia & Hanine, Salwa, 2019. "Recruiting valuable participants in online IDEA generation: The role of brief instructions," Journal of Business Research, Elsevier, vol. 96(C), pages 14-25.
- repec:eee:respol:v:48:y:2019:i:8:p:- is not listed on IDEAS
- Nadia Steils & Salwa Hanine, 2019. "Recruiting valuable participants in online IDEA generation: The role of brief instructions," Post-Print hal-02117668, HAL.
- Kwak, Jooyoung & Zhang, Yue & Yu, Jiang, 2019. "Legitimacy building and e-commerce platform development in China: The experience of Alibaba," Technological Forecasting and Social Change, Elsevier, vol. 139(C), pages 115-124.
- Nguyen Hoang Thuan & Pedro Antunes & David Johnstone, 2016. "Factors influencing the decision to crowdsource: A systematic literature review," Information Systems Frontiers, Springer, vol. 18(1), pages 47-68, February.
- Pollok, Patrick & Lüttgens, Dirk & Piller, Frank T., 2019. "Attracting solutions in crowdsourcing contests: The role of knowledge distance, identity disclosure, and seeker status," Research Policy, Elsevier, vol. 48(1), pages 98-114.
- Acar, Oguz A., 2019. "Motivations and solution appropriateness in crowdsourcing challenges for innovation," Research Policy, Elsevier, vol. 48(8), pages 1-1.
- Roma, Paolo & Messeni Petruzzelli, Antonio & Perrone, Giovanni, 2017. "From the crowd to the market: The role of reward-based crowdfunding performance in attracting professional investors," Research Policy, Elsevier, vol. 46(9), pages 1606-1628.
- Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
- Messeni Petruzzelli, Antonio & Natalicchio, Angelo & Panniello, Umberto & Roma, Paolo, 2019. "Understanding the crowdfunding phenomenon and its implications for sustainability," Technological Forecasting and Social Change, Elsevier, vol. 141(C), pages 138-148.
- Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
- Oguz Ali Acar, 2018. "Harnessing the creative potential of consumers: money, participation, and creativity in idea crowdsourcing," Marketing Letters, Springer, vol. 29(2), pages 177-188, June.
- Garcia Martinez, Marian, 2017. "Inspiring crowdsourcing communities to create novel solutions: Competition design and the mediating role of trust," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 296-304.
- Lang, Mark & Bharadwaj, Neeraj & Di Benedetto, C. Anthony, 2016. "How crowdsourcing improves prediction of market-oriented outcomes," Journal of Business Research, Elsevier, vol. 69(10), pages 4168-4176.
- Laursen, Keld & Salter, Ammon J., 2014. "The paradox of openness: Appropriability, external search and collaboration," Research Policy, Elsevier, vol. 43(5), pages 867-878.
- Yuxiang Zhao & Qinghua Zhu, 2014. "Evaluation on crowdsourcing research: Current status and future direction," Information Systems Frontiers, Springer, vol. 16(3), pages 417-434, July.
- Warmelink, Harald & Koivisto, Jonna & Mayer, Igor & Vesa, Mikko & Hamari, Juho, 2020. "Gamification of production and logistics operations: Status quo and future directions," Journal of Business Research, Elsevier, vol. 106(C), pages 331-340.
- Calabuig Moreno, Ferran & Prado-Gascó, Vicente & Crespo Hervás, Josep & Núñez-Pomar, Juan & Añó Sanz, Vicente, 2016. "Predicting future intentions of basketball spectators using SEM and fsQCA," Journal of Business Research, Elsevier, vol. 69(4), pages 1396-1400.
- Timothy S. Simcoe & Dave M. Waguespack, 2011. "Status, Quality, and Attention: What's in a (Missing) Name?," Management Science, INFORMS, vol. 57(2), pages 274-290, February.
- Renard, Damien & Davis, Joseph G., 2019. "Social interdependence on crowdsourcing platforms," Journal of Business Research, Elsevier, vol. 103(C), pages 186-194.
- Wolf, Tobias & Weiger, Welf H. & Hammerschmidt, Maik, 2020. "Experiences that matter? The motivational experiences and business outcomes of gamified services," Journal of Business Research, Elsevier, vol. 106(C), pages 353-364.
- Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
- Daly, Timothy M. & Nataraajan, Rajan, 2015. "Swapping bricks for clicks: Crowdsourcing longitudinal data on Amazon Turk," Journal of Business Research, Elsevier, vol. 68(12), pages 2603-2609.
Citations
Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
Cited by:
- Benoit, Sabine & Wang, Yonggui & Teng, Lefa & Hampson, Daniel P. & Li, Xia, 2022. "Innovation in the sharing economy: A framework and future research agenda," Journal of Business Research, Elsevier, vol. 149(C), pages 207-216.
- Vazirani, Ashish & Sarkar, Subhro & Bhattacharjee, Titas & Dwivedi, Yogesh K & Jack, Sarah, 2023. "Information signals and bias in investment decisions: A meta-analytic comparison of prediction and actual performance of new ventures," Journal of Business Research, Elsevier, vol. 155(PB).
- Tekic, Anja & Alfonzo Pacheco, Diana Vilma, 2024. "Contest design and solvers' engagement behaviour in crowdsourcing: The neo-configurational perspective," Technovation, Elsevier, vol. 132(C).
- Patel, Chirag & Ahmad Husairi, Mariyani & Haon, Christophe & Oberoi, Poonam, 2023. "Monetary rewards and self-selection in design crowdsourcing contests: Managing participation, contribution appropriateness, and winning trade-offs," Technological Forecasting and Social Change, Elsevier, vol. 191(C).
Most related items
These are the items that most often cite the same works as this one and are cited by the same works as this one.- Ren, Jie & Han, Yue & Genc, Yegin & Yeoh, William & Popovič, Aleš, 2021. "The boundary of crowdsourcing in the domain of creativity✰," Technological Forecasting and Social Change, Elsevier, vol. 165(C).
- Piazza, Mariangela & Mazzola, Erica & Perrone, Giovanni, 2022. "How can I signal my quality to emerge from the crowd? A study in the crowdsourcing context," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
- Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
- Liao, Junyun & Chen, Jiawen & Mou, Jian, 2021. "Examining the antecedents of idea contribution in online innovation communities: A perspective of creative self-efficacy," Technology in Society, Elsevier, vol. 66(C).
- Yin, Xicheng & Wang, Hongwei & Wang, Wei & Zhu, Kevin, 2020. "Task recommendation in crowdsourcing systems: A bibliometric analysis," Technology in Society, Elsevier, vol. 63(C).
- Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
- Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
- Tekic, Anja & Alfonzo Pacheco, Diana Vilma, 2024. "Contest design and solvers' engagement behaviour in crowdsourcing: The neo-configurational perspective," Technovation, Elsevier, vol. 132(C).
- Fu, Shihui & Sun, Yi & Gao, Xue, 2022. "Balancing openness and control to improve the performance of crowdsourcing contests for product innovation: A configurational perspective," Technological Forecasting and Social Change, Elsevier, vol. 174(C).
- Shi, Xiaoxiao & Evans, Richard & Shan, Wei, 2022. "Solver engagement in online crowdsourcing communities: The roles of perceived interactivity, relationship quality and psychological ownership," Technological Forecasting and Social Change, Elsevier, vol. 175(C).
- Patel, Chirag & Ahmad Husairi, Mariyani & Haon, Christophe & Oberoi, Poonam, 2023. "Monetary rewards and self-selection in design crowdsourcing contests: Managing participation, contribution appropriateness, and winning trade-offs," Technological Forecasting and Social Change, Elsevier, vol. 191(C).
- Salgado, Stéphane & Hemonnet-Goujot, Aurelie & Henard, David H. & de Barnier, Virginie, 2020. "The dynamics of innovation contest experience: An integrated framework from the customer’s perspective," Journal of Business Research, Elsevier, vol. 117(C), pages 29-43.
- Pollok, Patrick & Lüttgens, Dirk & Piller, Frank T., 2019. "Attracting solutions in crowdsourcing contests: The role of knowledge distance, identity disclosure, and seeker status," Research Policy, Elsevier, vol. 48(1), pages 98-114.
- Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
- João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
- Nambisan, Satish & Wright, Mike & Feldman, Maryann, 2019. "The digital transformation of innovation and entrepreneurship: Progress, challenges and key themes," Research Policy, Elsevier, vol. 48(8), pages 1-1.
- Yu-Chun Chen & Min-Nan Chen, 2020. "Social Trust and Open Innovation in an Informal Economy: The Emergence of Shenzhen Mobile Phone Industry," Sustainability, MDPI, vol. 12(3), pages 1-18, January.
- Foege, J. Nils & Lauritzen, Ghita Dragsdahl & Tietze, Frank & Salge, Torsten Oliver, 2019. "Reconceptualizing the paradox of openness: How solvers navigate sharing-protecting tensions in crowdsourcing," Research Policy, Elsevier, vol. 48(6), pages 1323-1339.
- Abril, Carmen & Gimenez-Fernandez, Elena M. & Camacho-Miñano, María-del-Mar, 2024. "Using gamification to overcome innovation process challenges: A literature review and future agenda," Technovation, Elsevier, vol. 133(C).
- Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
More about this item
Keywords
Crowdsourcing; Trust; Gamification; Crowdfunding; Transparency;All these keywords.
Statistics
Access and download statisticsCorrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:eee:jbrese:v:139:y:2022:i:c:p:484-495. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Catherine Liu (email available below). General contact details of provider: http://www.elsevier.com/locate/jbusres .
Please note that corrections may take a couple of weeks to filter through the various RePEc services.