Digital Consumer Networks and Producer-Consumer Collaboration: Innovation and Product Development in the Video Game Industry

Author:

Arakji Reina Y.1,Lang Karl R.1

Affiliation:

1. a The Zicklin School of Business, Baruch College, CUNY

Publisher

Informa UK Limited

Subject

Information Systems and Management,Management Science and Operations Research,Computer Science Applications,Management Information Systems

Reference56 articles.

1. Zittrain, J.L. Technological Complements to Copyright. New York: Foundation Press, 2005.

2. Zittrain, J.L. The generative Internet. Harvard Law Review, 119, 7 (2006), 1975-2040.

3. 2006 sales, demographic and usage data. Technical Report, Entertainment Software Association. Washington, DC, 2006 (available at http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf

4. 2006 U.S. video game and PC game retail sales reach $13.5 billion exceeding previous record set in 2002 by over $1.7 billion. Press Release, NPD Group, Port Washington, New York, January 2007.

5. Abrahamson, E., and Rosenkopf, L. Social network effects on the extent of innovation diffusion: A computer simulation. Organization Science, 8, 3 (1997), 289-309.

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