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摘要:
The objective of this work is to understand how the process of co-creation occurs within the creative industry of video games. For this, concepts of the creative industry, co-creation, information and communication technologies (ICTs) and innovation were studied. Since this is an exploratory and qualitative research, a single case study was chosen as a method. The analysis was done in a Brazilian company that develops games for mobile devices. The results show that the consumer (gamer) participates in value creation in the company’s products, mainly in the initial production stages. In the later phases, after the launch and other steps of the life cycle, although there is a relationship with the users, the joint creation of value is little explored by the organization. Also, it was verified that the co-creation process is supported by different information and communication tools, which provide agility to the process.
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篇名 Co-Creation in the Game Industry: A Case Study in a Brazilian Developer
来源期刊 社交网络(英文) 学科 经济
关键词 CO-CREATION Empirical Studies Gaming COMMUNITIES Information and Communication TECHNOLOGIES INNOVATION
年,卷(期) 2018,(1) 所属期刊栏目
研究方向 页码范围 63-78
页数 16页 分类号 F4
字数 语种
DOI
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研究主题发展历程
节点文献
CO-CREATION
Empirical
Studies
Gaming
COMMUNITIES
Information
and
Communication
TECHNOLOGIES
INNOVATION
研究起点
研究来源
研究分支
研究去脉
引文网络交叉学科
相关学者/机构
期刊影响力
社交网络(英文)
季刊
2169-3285
武汉市江夏区汤逊湖北路38号光谷总部空间
出版文献量(篇)
112
总下载数(次)
0
总被引数(次)
0
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