000 | 03408cam a2200361Ii 4500 | ||
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001 | 9781315205908 | ||
008 | 180706s2018 enk o 000 0 eng d | ||
020 |
_a9781315205908 _q(e-book : PDF) |
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020 |
_a9781351795401 _q(e-book: Mobi) |
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020 |
_z9781138636590 _q(hardback) |
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024 | 7 |
_a10.4324/9781315205908 _2doi |
|
035 | _a(OCoLC)1018165301 | ||
040 |
_aFlBoTFG _cFlBoTFG _erda |
||
050 | 4 |
_aHF5415.55 _bC93 2018 |
|
082 | 0 | 4 |
_a658.812 _bC998 |
100 | 1 |
_aCzarnota, Jedrzej, _eauthor. |
|
245 | 1 | 0 |
_aCo-creation, innovation and new service development : _bthe case of the videogames industry / _cJedrzej Czarnota. |
250 | _aFirst edition. | ||
264 | 1 |
_aLondon : _bTaylor and Francis, _c2018. |
|
300 | _a1 online resource | ||
336 |
_atext _2rdacontent |
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337 |
_acomputer _2rdamedia |
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338 |
_aonline resource _2rdacarrier |
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490 | 0 | _aRoutledge Interpretive Marketing Research | |
505 | 0 | 0 |
_tchapter 1 Introduction / _r Jedrzej Czarnota -- _tchapter 2 Beyond State-of-the-Art in Co-Creation / _r Jedrzej Czarnota -- _tchapter 3 Observing the Videogames Industry / _r Jedrzej Czarnota -- _tchapter 4 Managerial Insights for Creative Services / _r Jedrzej Czarnota -- _tchapter 5 Key Findings / _r Jedrzej Czarnota. |
520 | _a"Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers' involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms--seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm's perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management."--Provided by publisher. | ||
650 | 0 | _aCustomer relations. | |
650 | 0 | _aRelationship marketing. | |
650 | 0 | _aTechnological innovations. | |
650 | 0 | _aVideo games. | |
776 | 0 | 8 |
_iPrint version: _z9781138636590 _w(DLC) 2017045954 |
856 | 4 | 0 |
_uhttps://www.taylorfrancis.com/books/9781315205908 _zClick here to view. |
999 |
_c73072 _d73072 |