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Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry

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  • Thierry BURGER-HELMCHEN
  • Claude GUITTARD

Abstract

Knowledge based-entrepreneurial firms struggle to survive because they must be simultaneously entrepreneurial on several dimensions. Can those firms rely on users to achieve sufficient efficiency in some entrepreneurial dimensions? To answer this question we drew on the entrepreneurial theories of the firm and on the users/innovator literature. In this work we present the plural entrepreneurship framework and then with a longitudinal case study of a mobile phone video-game firm which relies on users to improve their games we show that the user can significantly enhance the efficiency of the innovation of the firm. We also show that the other important dimensions of the firm behavior (organization, business model) can be significantly improved by the implication of users.

Suggested Citation

  • Thierry BURGER-HELMCHEN & Claude GUITTARD, 2008. "Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry," Working Papers of BETA 2008-14, Bureau d'Economie Théorique et Appliquée, UDS, Strasbourg.
  • Handle: RePEc:ulp:sbbeta:2008-14
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    References listed on IDEAS

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    Cited by:

    1. Thierry Burger-Helmchen & Patrick Llerena, 2008. "A case study of a creative start-up: governance, communities and knowledge management," Journal of Innovation Economics, De Boeck Université, vol. 0(2), pages 125-146.
    2. Ebbing, Tobias & Lüthje, Christian, 2021. "Pricing decisions of consumer innovators," Research Policy, Elsevier, vol. 50(8).
    3. Jordan Robert Gamble & Michael Brennan & Rodney Mcadam, 2016. "A Contemporary And Systematic Literature Review Of User-Centric Innovation: A Consumer Perspective," International Journal of Innovation Management (ijim), World Scientific Publishing Co. Pte. Ltd., vol. 20(01), pages 1-45, January.

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    Keywords

    Plural entrepreneurship; management of innovation; Video-game case study.;
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