Customer co-creation: a typology and research agenda

MS O'Hern, A Rindfleisch - Review of marketing research, 2017 - taylorfrancis.com
Traditional marketing thought and practice largely view new product development (NPD) as
an internal, firm-based activity in which customers are relatively passive buyers and users …

[KIRJA][B] Videogames

J Newman - 2012 - taylorfrancis.com
In the few decades since they first blipped their way onto television screens, videogames
have become one of the most culturally, socially and economically significant media forms …

[KIRJA][B] Bastard culture! How user participation transforms cultural production

MT Schäfer - 2011 - library.oapen.org
New online technologies have brought with them a great promise of freedom. The computer
and particularly the Internet have been represented as enabling technologies, turning …

[KIRJA][B] Playing with videogames

J Newman - 2008 - taylorfrancis.com
Playing with Videogames documents the richly productive, playful and social cultures of
videogaming that support, surround and sustain this most important of digital media forms …

When the game is not enough: Motivations and practices among computer game modding culture

O Sotamaa - Games and Culture, 2010 - journals.sagepub.com
The actual meanings computer game modders attach to their actions and practices remain
heavily underresearched. This article takes a look at the attitudes and everyday practices of …

Understanding gamification mechanisms for software development

DJ Dubois, G Tamburrelli - Proceedings of the 2013 9th joint meeting on …, 2013 - dl.acm.org
In this paper we outline the idea to adopt gamification techniques to engage, train, monitor,
and motivate all the players involved in the development of complex software artifacts, from …

Computer game mods, modders, modding, and the mod scene

W Scacchi - First Monday, 2010 - firstmonday.org
Computer games have increasingly been the focus of user–led innovations in the form of
game mods. This paper examines how different kinds of socio–technical affordances serve …

[KIRJA][B] Playing war: Military video games after 9/11

MT Payne - 2016 - library.oapen.org
Explores the culture that made military shooter video games popular, and key in
understanding the War on Terror No video game genre has been more popular or more …

Video game appropriation through modifications: Attitudes concerning intellectual property among modders and fans

H Postigo - Convergence, 2008 - journals.sagepub.com
This article investigates an instance in convergence culture: the conflicts and compromises
between modders (fans of a video game who actually make changes to the game) and their …

Digitale Medien, Partizipation und Ungleichheit

S Rudolph - Eine Studie zum sozia, 2019 - Springer
Die hier von Steffen Rudolph vorgelegte soziologische Untersuchung beschäftigt sich mit
der Bedeutung sozioökonomischer und-demografischer Ungleichheiten für die …