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Träfflista för sökning "WFRF:(Persson Ridell Oscar 1983 ) "

Sökning: WFRF:(Persson Ridell Oscar 1983 )

  • Resultat 1-11 av 11
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  • Gidhagen, Mikael, 1969-, et al. (författare)
  • The Orchestrating Firm : Value Creation in the Video Game Industry
  • 2011
  • Ingår i: Managing Service Quality. - : Emerald. - 0960-4529 .- 1758-8030. ; 21:4, s. 392-409
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – The objective of this paper is to present an empirically founded outline of value creation and the orchestration of this process.Design/Methodology/Approach – A qualitative study of the video game industry was undertaken for which data were collected through use of both primary and secondary sources. The gathered data enabled a categorization of the industry, from both a user and a firm perspective, into different archetypical modes of value creation.Findings – The study adds to the understanding of value creation by illustrating that a firm can orchestrate the process through which value is created by being: (1) an inspirator; (2) an attendant, and; (3) a facilitator. In illustrating the continuity of this process, the paper introduces the orchestrating firm and the value emergence process.Research implications/limitations – In describing the modes through which interaction occurs within the video game industry, the paper provides an outline which can be used for investigations of value creation. This industry holds, however, certain features making the arguments presented in need of further research.Practical implications – Based on the empirical findings, an outline is provided for the allocation and deployment of internal resources in order to enable continuous value creation.Originality/Value – The paper empirically exemplifies how value creation is orchestrated by developing firms within the video game industry, and illustrates value creation as a continuous process; a value emergence process.
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  • Kowalkowski, Christian, et al. (författare)
  • Introducing the concept of a value proposing platform : A practice-centric view of value cocreation
  • 2011
  • Ingår i: Otago Forum-3. ; , s. 1-18
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Purpose: Central to service-dominant (S-D) logic is the value proposition concept. However, research to date has not examined the cocreation of a value proposition in practice. Thus, this study aims to understand the cocreative practice of crafting and establishing a value proposition. Design/methodology/approach: The article reports on a qualitative study which investigates participants in a practice of cocreating a value proposition, from initiation to establishment. Two insight-stimulating examples are given. Findings: The cocreation of a value proposition is conceptualized as taking place on a value proposing platform on which resource integration can take place. Rather than focusing a priori on value cocreation from the perspective of a specific resource integrator, we argue that the cocreative practice should be the focal object to study. Research limitations/implications: The study concerns value propositions on a lower order systems level whereas higher and medium order systems have not been studied. Practical implications: Managers ought to strive towards finding a suitable balance in the outline of the value proposing platform as regards its openness. Thus, managers outlining a value proposing platform must clearly establish its boundaries by framing and explicating the wants and needs vis-à-vis the cocreative endeavor of the firm that they represent. Originality/value: The value proposing platform is a novel concept recognizing the bounded and time-based nature of crafting and establishing a value proposition. The adoption of knowledge during cocreative endeavors conditions the cocreative practice as it delineates the path for the latter‟s forthcoming applications, considerations, adaptations and adoptions of knowledge and competence.
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  • Persson Ridell, Oscar, 1983-, et al. (författare)
  • Facilitating knowledge sharing between consumer communities and hosting firms : Expanding the solution space to a virtual innovation platform
  • Ingår i: Technovation. - 0166-4972 .- 1879-2383.
  • Tidskriftsartikel (refereegranskat)abstract
    • Consumer communities, such as in the video game industry, are settings where knowledge sharing and innovation abound as consumers dedicate their own resources to innovate upon firm-developed solutions. Researchers have focused extensively on investigating how toolkits facilitate knowledge sharing for innovation between firms and consumer communities. However, we suggest that toolkits are only one such means to achieve knowledge sharing. As such, we investigate in this article how knowledge sharing vis-à-vis innovation is facilitated between a consumer community and its hosting firm. Applying concepts from the communities of practice literature to an in-depth study of a video game developer and its global gaming community, our findings suggest that the boundary process between the consumer community and the hosting firm envelops a complete virtual innovation platform – a sequence of innovation practices each accompanied by a tailored yet emergent combination of brokers and boundary objects, which is further supported by moderators.
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  • Persson Ridell, Oscar, 1983- (författare)
  • Knowledge in the customer sphere : User war stories about participation in a user community of practices
  • 2012
  • Ingår i: MITAC 2012, MIT Academic Conference, Uppsala, Sweden. ; , s. 1-20
  • Konferensbidrag (refereegranskat)abstract
    • This paper establishes findings in previous research on innovation and knowledge in user communities by presenting an illustrative account, through user war stories, of practices of active members of a user community in the video game industry. It adopts the communities of practices notion and its situated view of knowledge to this account, and thereby provides a perspective and insights into how the knowledge of active users in a user community can be understood. Active users are portrayed as members of practices in a user community of practices, and the community is found to encompass multilateral collaborations between these users, as well as encompass active users who develop community knowledge. The paper is concluded with implications for future research and for businesses in the paradigm of collaborative innovation and value cocreation.
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8.
  • Persson Ridell, Oscar, 1983- (författare)
  • Newbies, Followers and Veterans : Narratives about the becoming of knowledgeable consumer community members
  • 2012
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Research on communities of end-users of consumer products has yielded insights into the character of knowledge sharing and innovating community members, but little attention has been paid to explore how consumers become such knowledgeable members of consumer communities. For this reason the article reports on findings from a study of a firm-hosted consumer community within the video game industry, from which narrative accounts – „war stories‟ – about participation in community practices were obtained by posting a thread in one of its forums. The communities of practice literature is employed as an explanatory lens to the „war stories‟, thus adopting a view of membership as closely related to learning in practice, to provide a perspective on how consumers become knowledgeable members of consumer communities. The genesis of knowledgeable members of the consumer community studied is portrayed as a transformation in three membership stages – newbies, followers and veterans – that represent a „knowledge journey‟ involving learning about the community per se, and learning to participate in community practices. The article is concluded with a discussion on avenues for future research, where multilateral collaborations between community members is argued to be one such avenue, and how business managers should aim to participate in community practices in order to turn the consumer community into a resource for innovation.
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9.
  • Persson Ridell, Oscar, 1983- (författare)
  • Samskapande i modern tid
  • 2013
  • Ingår i: Marknadsföring - så mycket mer än reklam. - Lund : Studentlitteratur.
  • Bokkapitel (refereegranskat)
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11.
  • Persson Ridell, Oscar, 1983- (författare)
  • Who is the Active Consumer? : Insight into Contemporary Innovation and Marketing Practices
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • There are consumers who engage in innovation and who cocreate value together with other consumers, and with producers, in relation to products. This thesis has the purpose of exploring the nature of this ‘active consumer’ from a firm perspective, and thereby providing an answer to the thesis-level research question: ‘What are the implications of the active consumer on innovation and marketing practices?’ Four papers, drawing on research in the fields of consumer innovation and value cocreation, are presented that contain findings about the knowledge of the active consumer (Paper I), support (Paper II) and management (Paper III) of the active consumer, and challenges with the active consumer (Paper IV). The papers rest on two research efforts: a study of the video game industry that includes an investigation of a game developer and a netnography of its consumer community and a study of the entire development of a customer loyalty card by a leading grocery retailer. The insights into the active consumer gained from the four papers are analyzed against the thesis-level research question using an explanatory lens that is developed through the notion of practice, rendering a discussion about the implications of the active consumer on the scripts of innovation and marketing practices. The thesis is concluded with a discussion of its contributions and implications for innovation and marketing scholars and managers. 
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  • Resultat 1-11 av 11

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