Virtual Space Co-Creation: The Perspective of User Innovation

Virtual Space Co-Creation: The Perspective of User Innovation

Yonggui Wang, Dahui Li
Copyright: © 2016 |Pages: 15
DOI: 10.4018/JOEUC.2016040106
OnDemand:
(Individual Articles)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

By integrating theories and findings from prior user innovation literature, the authors examine how to improve a customer's co-creation and personalization performance of virtual products by means of harnessing the complementary effects of user characteristics (leading edge status, customer knowledge, and creative self-efficacy) and firm supporting factors (user toolkits and user communities). They tested an integrated research model using survey data collected from 308 Chinese consumers who personalized their virtual spaces by utilizing the tools and supports provided on a social network service site. The authors find that the integrated model that includes both user factors and firm factors was more powerful in terms of explaining a higher variance in personalization effectiveness. They also find that leading edge status, creative self-efficacy, and user communities had stronger impacts on personalization effectiveness than did customer knowledge and user toolkits. The findings provide a broader review of user factors and firm factors for business practitioners and researchers to understand co-creation and personalization.
Article Preview
Top

Research Background And Hypotheses

The proliferation of virtual spaces and social network services has attracted companies to develop new virtual products for consumers to purchase and consume in their virtual spaces. Empowered by Web 2.0 technologies, both businesses and consumers are able to co-create and co-produce virtual products in a collaborative manner. This business practice provides a good opportunity for the research community to examine the applicability of the theories in the prior user-centered innovation literature (Franke & Shah, 2003; Morrison, Roberts, & von Hippel, 2000). In this section, we review the practice of virtual products and user innovation literature and then develop research hypotheses.

Complete Article List

Search this Journal:
Reset
Volume 36: 1 Issue (2024)
Volume 35: 3 Issues (2023)
Volume 34: 10 Issues (2022)
Volume 33: 6 Issues (2021)
Volume 32: 4 Issues (2020)
Volume 31: 4 Issues (2019)
Volume 30: 4 Issues (2018)
Volume 29: 4 Issues (2017)
Volume 28: 4 Issues (2016)
Volume 27: 4 Issues (2015)
Volume 26: 4 Issues (2014)
Volume 25: 4 Issues (2013)
Volume 24: 4 Issues (2012)
Volume 23: 4 Issues (2011)
Volume 22: 4 Issues (2010)
Volume 21: 4 Issues (2009)
Volume 20: 4 Issues (2008)
Volume 19: 4 Issues (2007)
Volume 18: 4 Issues (2006)
Volume 17: 4 Issues (2005)
Volume 16: 4 Issues (2004)
Volume 15: 4 Issues (2003)
Volume 14: 4 Issues (2002)
Volume 13: 4 Issues (2001)
Volume 12: 4 Issues (2000)
Volume 11: 4 Issues (1999)
Volume 10: 4 Issues (1998)
Volume 9: 4 Issues (1997)
Volume 8: 4 Issues (1996)
Volume 7: 4 Issues (1995)
Volume 6: 4 Issues (1994)
Volume 5: 4 Issues (1993)
Volume 4: 4 Issues (1992)
Volume 3: 4 Issues (1991)
Volume 2: 4 Issues (1990)
Volume 1: 3 Issues (1989)
View Complete Journal Contents Listing