Co-Creation, Innovation and New Service Development

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5th Planet
A01=Jedrzej Czarnota
Author_Jedrzej Czarnota
Case Alpha
Case Beta
Case Gamma
Category=KJMV6
Category=KNT
Co-creating Customers
co-creation
Co-creation Experience
Co-creation Practice
creative industries research
creative industry
crowdfunding
Crowdfunding Campaign
customer engagement strategies
Customer Firm Relationship
Customer Inputs
development
Disclosure Competence
eq_bestseller
eq_business-finance-law
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Eve Online
experiential services
Firm's Propensity
Firm's Service Offerings
Firm’s Propensity
Firm’s Service Offerings
Formal Co-creation
Game Developers
Game Development
innovation
innovation management theory
Integration Competence
knowledge management practices
management
NSD Process
Obsidian Entertainment
organizational transformation processes
organizations
participatory game development frameworks
PC Game
Star Citizen
strategy
Unity Asset Store
user-driven service design
Videogame Development
videogames
Videogames Industry

Product details

  • ISBN 9780367886950
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 05 Dec 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

Jedrzej Czarnota is a Research Analyst at Trilateral Research Ltd., UK.

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