logo
Product categories

EbookNice.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link.  https://ebooknice.com/page/post?id=faq


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookNice Team

(Ebook) Co-Creation, Innovation and New Service Development: The Case of Videogames Industry by Jedrzej Czarnota ISBN 9781138636590, 1138636592

  • SKU: EBN-7437226
Zoomable Image
$ 32 $ 40 (-20%)

Status:

Available

0.0

0 reviews
Instant download (eBook) Co-Creation, Innovation and New Service Development: The Case of Videogames Industry after payment.
Authors:Jedrzej Czarnota
Pages:238 pages.
Year:2017
Editon:Hardcover
Publisher:Routledge
Language:english
File Size:1.18 MB
Format:pdf
ISBNS:9781138636590, 1138636592
Categories: Ebooks

Product desciption

(Ebook) Co-Creation, Innovation and New Service Development: The Case of Videogames Industry by Jedrzej Czarnota ISBN 9781138636590, 1138636592

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.
*Free conversion of into popular formats such as PDF, DOCX, DOC, AZW, EPUB, and MOBI after payment.

Related Products