000 03408cam a2200361Ii 4500
001 9781315205908
008 180706s2018 enk o 000 0 eng d
020 _a9781315205908
_q(e-book : PDF)
020 _a9781351795401
_q(e-book: Mobi)
020 _z9781138636590
_q(hardback)
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
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
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