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Orchestrating innovation with user communities in the creative industries

Author

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  • G. Parmentier

    (Management, entrepreneuriat, innovation - CERAG - Centre d'études et de recherches appliquées à la gestion - UPMF - Université Pierre Mendès France - Grenoble 2 - CNRS - Centre National de la Recherche Scientifique)

  • Vincent Mangematin

    () (MTS - Management Technologique et Strategique - Grenoble École de Management (GEM))

Abstract

The digital creative industries exemplify innovation processes in which user communities are highly involved in product and service development, bringing new ideas, and developing tools for new product uses and environments. We explore the role of user communities in such co-innovation processes via four case studies of interrelations between firms and their communities. The digitization and virtualization of firm/community interactions are changing how boundaries are defined and how co-innovation is managed. The transformation of innovation management is characterized by three elements: opening and redefining firm boundaries; opening of products and services to community input and reducing property rights; and reshaping organization and product identities. Innovation in collaboration with user communities requires firms to orchestrate their communities and their inter-relationships to encourage the creativity and motivation of users, and develop the community's innovatory capacity.

Suggested Citation

  • G. Parmentier & Vincent Mangematin, 2014. "Orchestrating innovation with user communities in the creative industries," Grenoble Ecole de Management (Post-Print) halshs-00848861, HAL.
  • Handle: RePEc:hal:gemptp:halshs-00848861
    DOI: 10.1016/j.techfore.2013.03.007
    Note: View the original document on HAL open archive server: https://halshs.archives-ouvertes.fr/halshs-00848861
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    File URL: https://halshs.archives-ouvertes.fr/halshs-00848861/document
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    References listed on IDEAS

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    1. Dahlander, Linus & Gann, David M., 2010. "How open is innovation?," Research Policy, Elsevier, vol. 39(6), pages 699-709, July.
    2. Luthje, Christian & Herstatt, Cornelius & von Hippel, Eric, 2005. "User-innovators and "local" information: The case of mountain biking," Research Policy, Elsevier, vol. 34(6), pages 951-965, August.
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    5. Von Hippel, Eric A. & Katz, Ralph, 2002. "Shifting Innovation to Users Via Toolkits," Working papers 4232-02, Massachusetts Institute of Technology (MIT), Sloan School of Management.
    6. Fuller, Johann & Jawecki, Gregor & Muhlbacher, Hans, 2007. "Innovation creation by online basketball communities," Journal of Business Research, Elsevier, vol. 60(1), pages 60-71, January.
    7. Dahlander, Linus & Magnusson, Mats G., 2005. "Relationships between open source software companies and communities: Observations from Nordic firms," Research Policy, Elsevier, vol. 34(4), pages 481-493, May.
    8. Osterloh, Margit & Rota, Sandra, 2007. "Open source software development--Just another case of collective invention?," Research Policy, Elsevier, vol. 36(2), pages 157-171, March.
    9. Mahr, Dominik & Lievens, Annouk, 2012. "Virtual lead user communities: Drivers of knowledge creation for innovation," Research Policy, Elsevier, vol. 41(1), pages 167-177.
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    Citations

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    Cited by:

    1. Cabras, Ignazio & Goumagias, Nikolaos D. & Fernandes, Kiran & Cowling, Peter & Li, Feng & Kudenko, Daniel & Devlin, Sam & Nucciarelli, Alberto, 2017. "Exploring survival rates of companies in the UK video-games industry: An empirical study," Technological Forecasting and Social Change, Elsevier, vol. 117(C), pages 305-314.
    2. Martinez-Torres, Rocio & Olmedilla, Maria, 2016. "Identification of innovation solvers in open innovation communities using swarm intelligence," Technological Forecasting and Social Change, Elsevier, vol. 109(C), pages 15-24.
    3. repec:eee:tefoso:v:120:y:2017:i:c:p:240-251 is not listed on IDEAS
    4. 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.
    5. Ryan Rumble & Vincent Mangematin, 2015. "Business Model Implementation: The Antecedents of Multi-Sidedness," Grenoble Ecole de Management (Post-Print) hal-01183388, HAL.
    6. repec:eee:tefoso:v:125:y:2017:i:c:p:245-257 is not listed on IDEAS
    7. repec:hal:gemwpa:hal-01183388 is not listed on IDEAS
    8. 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.
    9. Barnes, Stuart J. & Pressey, Andrew D., 2016. "Cyber-mavens and online flow experiences: Evidence from virtual worlds," Technological Forecasting and Social Change, Elsevier, vol. 111(C), pages 285-296.

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    Keywords

    Co-innovation; Community management; Innovation; Video game; Online communities; User;

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