basketball tmp
TRANSCRIPT
-
8/2/2019 Basketball TMP
1/12
Innovation creation by online basketball communities
Johann Fller, Gregor Jawecki 1, Hans Mhlbacher1
Department of Strategic Management, Marketing and Tourism; Innsbruck University School of Management, Universittsstrasse 15, A-6020 Innsbruck, Austria
Received 1 August 2006; received in revised form 1 September 2006; accepted 1 September 2006
Abstract
This article investigates joint-development activities within online consumer groups. While research on user-innovations within communitiesexists for open source software as well as for emerging extreme sports like kite-surfing or rodeo kayaking in offline contexts, this study focuses on
innovation activities within online consumer communities for basketball shoes, a physical consumer product in a mature market. The research
shows that a small number of consumers are highly creative and possess sufficient domain specific skills and motivation to develop new
innovative basketball shoes. While many community members state their experiences and problems with existing shoe models, those actively
participating in joint-innovation activities tend to be driven by excitement rather than by pure need for product improvement. The high quality and
variety of innovations, and general willingness of community members to share their ideas with producers, lead to the discussion of how to
integrate creative online communities into a company's innovation process.
2006 Elsevier Inc. All rights reserved.
Keywords: Innovation; Online community; Consumer goods; Knowledge creation; Virtual consumer integration; New product development
1. Introduction
Examples of commercially successful consumer goods likethe
snowboard (Shah, 2000) and the rodeo kayak (Hienerth, 2004a)
as well as numerous empirical studies (e.g., Von Hippel, 2005)
demonstrate that consumers are highly innovative and often
develop new products. Consumers rarely innovate in isolation,
but rather in cooperation with like-minded people acquain-
tances, colleagues, and friends who bring in additional know-
how and offer active support necessary for transforming an idea
into a product (Franke and Shah, 2003; Von Hippel, 2005).
Online communities centering on common shared hobbies
attract innovative consumers (e.g., Kozinets, 1999; Lynn et al.,1997; McAlexander et al., 2002; McWilliam, 2000; Sawhney
and Prandelli, 2000; Verona et al., 2004). The consumers'
motivation is to use the Internet to exchange use experiences
with latest equipment and to share their ideas for product
modifications or entirely new developments. As onlineconsumer groups represent a large pool of relating product
know-how, such groups are a promising source of innovations
(Morrison et al., 2004; Verona et al., 2004).
While in-depth analyses of the development of open source
software (OSS) (e.g., Butler et al., 2002; Hemetsberger and
Pieters, 2001; Lakhani and Wolf, 2003; Von Krogh, 2003),
computer games in online communities (e.g., Jeppesen and
Molin, 2003; Prgl and Schreier, 2004), and the development of
physical consumer goods in offline communities, especially for
emerging sports without a dominant equipment design (Franke
and Shah, 2003; Lthje, 2004; Lthje et al., 2002; Shah, 2000),
already exist, to the authors knowledge, so far, no empiricalstudy has considered physical product development in online
communities as a subject for analysis.
As innovation creation, like knowledge creation, depends on
context, expanding on the possible differences is worthwhile.
Offline innovation communities in the sporting goods industry
and online communities developing software differ in two di-
mensions: the medium used (offline vs. online), and the product
(tangible vs. intangible) that is created. In sports like
windsurfing, enthusiasts jointly develop new or modify existing
products and test their advanced products directly (Von Hippel,
2001). In OSS projects, users with different skill levels
Journal of Business Research 60 (2007) 60 71
The authors thank Eric von Hippel for his important and very helpful
suggestions for improving earlier versions of this article. Corresponding author. Tel.: +43 512 507 7201; fax: +43 512 507 2842.
E-mail addresses: [email protected](J. Fller),
[email protected] (G. Jawecki), [email protected]
(H. Mhlbacher).1 Tel.: +43 512 507 7201; fax: +43 512 507 2842.
0148-2963/$ - see front matter 2006 Elsevier Inc. All rights reserved.doi:10.1016/j.jbusres.2006.09.019
mailto:[email protected]:[email protected]:[email protected]://dx.doi.org/10.1016/j.jbusres.2006.09.019http://dx.doi.org/10.1016/j.jbusres.2006.09.019mailto:[email protected]:[email protected]:[email protected] -
8/2/2019 Basketball TMP
2/12
voluntarily contribute to collaborative software administered on
the Internet. As software consists of intangible code, software is
easy to produce and distribute via the Internet. Members of
OSS communities benefit almost immediately from their
innovation activities by using the newly developed software.
In contrast, physical products can neither be produced nor
distributed virtually. At best, joint development activities oftangible products on the Internet may result in animated virtual
models, manuals and 3D-data that allow the members to make a
physical product. Further, tangible products, especially in
advanced markets (e.g., cars, mobile phones, TVs, basketball
shoes, or skis), often consist of several components and in-
corporate complex technologies. Hence such products require
investments in production capabilities which normally lie
beyond the reach of consumer communities (Fller and
Schmidt-Gabriel, 2003; Von Hippel, 2002). Consequently, cre-
ative members of online communities which develop physical
products will hardly ever be able to immediately benefit from
using their innovation.Despite the challenges, several scholars underline the
innovative potential of online communities for consumer pro-
ducts (e.g., Kozinets, 2002; McWilliam, 2000; Prahalad and
Ramaswamy, 2004; Sawhney et al., 2003). For example, in the
virtual caf alt.coffee, devoted coffee connoisseurs share their
ideas and thoughts about how to improve coffee machines and
bean roasters in order to enjoy the optimal coffee experience
(Kozinets, 1999, 2002). Another popular example of an
innovative online community is the Harley-Owners-Group
www.hog.com. Members of this online community dedicated to
Harley Davidson motorcycles discuss and demonstrate concepts
for individualized motorbikes and accessories and the producer
Harley Davidson later includes the users' ideas in the devel-opment process (McWilliam, 2000). For almost every product
category (e.g., wines, cameras, and cars), hobby (e.g., rock
climbing, music, and chess), or life situation (e.g., retirement,
diseases, and pregnancy), online communities exist which re-
present a large pool of product know-how and consumption
experience.
Despite the recognition of the innovative potential of online
consumer groups for new product development (Kozinets,
2002; Prahalad and Ramaswamy, 2004; Verona et al., 2004), so
far, little is known about the phenomenon of joint innovation
creation in online consumer groups. Building from the pro-
mising examples found in literature, this study provides deeperinsights into:
(1) the quality and quantity of ideas innovated by consumers
on the Internet,
(2) the reasons that drive individuals to jointly innovate in
online communities,
(3) the process through which innovations emerge, and
(4) the community members' willingness to share their ideas
with inquiring companies.
The next two sections are a review of relevant literature on
innovation and knowledge creation in communities and a de-
scription of the research method applied for this study. Fol-
lowing this is a presentation of the findings on joint innovation
creation activities in online basketball communities, a discus-
sion of the findings and an outline of the possible implications
on virtual integration of online community members into a
company's innovation process.
2. Innovation creation in communities
Insights into the process and motives of innovation creation
within online communities derive from several streams of
literature.
2.1. User innovation communities
In user innovation communities, members actively discuss
provided ideas, offer possible solutions, further elaborate and
test them, or just give their opinion. User innovators get in
contact with their friends, peer group members, relatives, and
acquaintances to look for complimentary knowledge and skillsneeded to realize their new product ideas (Von Hippel, 2005,
2002). The confrontation with an innovator's new product,
discussing the proposal, and providing feedback create a com-
mon understanding about the innovation new common
knowledge emerges (Hienerth, 2004b; Sawhney and Prandelli,
2000). Through the ongoing dialogue the innovator is
constantly challenged. The innovator may rethink the proposed
idea with respect to the suggestions made by the community
members and may be able to overcome previously unsolved
problems. The innovator learns from the community and com-
plements the common knowledge. In addition, the disseminated
knowledge will encourage other community members to build
upon this idea (Hemetsberger and Reinhardt, 2004). Throughintense interactions, finally, a new product may result that is
superior to a proposal innovated by a single user and that is
superior to the sum of the individual outputs, because new
knowledge is created through the emerging relationships
(Sawhney and Prandelli, 2000). While explicit knowledge is
codifiable and expressible in words and numbers and shareable
in data forms, formula and manuals, tacit knowledge is highly
personal, subject to automatic processing and, therefore, hard to
formalize, difficult to communicate or to share with others
(Nonaka and Konno, 1998). Hence, tacit knowledge is sticky
(Andersen, 1999; Ogawa, 1998; Szulanski, 1996; Von Hippel,
1998, 1994).
2.2. Communities of practice
Knowledge creation literature within communities of
practice, which provides an interesting analogy to the devel-
opment of innovations within communities, gives further in-
sight into how innovation creation in communities works
(Franke and Shah, 2003; Sawhney and Prandelli, 2000).
Members of communities of practice continuously interact
and communicate. This includes talking about their work,
posing questions, raising problems, offering solutions, con-
structing answers, laughing at mistakes or discussing changes in
their work (e.g., Brown and Duguid, 1991; Wenger, 2004). In
61J. Fller et al. / Journal of Business Research 60 (2007) 6071
http://www.hog.com/http://www.hog.com/ -
8/2/2019 Basketball TMP
3/12
all their activities, members keep each other up to date about
their knowledge, their learnings, and their actions (Brown and
Duguid, 2000). The community members develop a pool of
collective knowledge which transcends any individual's
knowledge and which is open accessible for all members. If
community members confront an unfamiliar situation beyond
their current know-how, the members conduct a series ofalternating experimentation and improvisation stages, accom-
panied by sharing and reflecting stories of similar situations,
which eventually leads to a solution for the problem. This
process of improvisation resembles what Levi-Strauss (1966)
calls bricolage: the ability to perform tasks and find solutions
with whatever materials and tools are at hand, from odds and
ends (Brown and Duguid, 1991).
2.3. Concept of ba
Similarly, the concept ofba, which roughly means place,
offers interesting insights into how people share, create andutilize knowledge physically, virtually, or mentally (Nonaka
and Konno, 1998). According to ba, a spiraling process of
interactions among individuals with different types and contents
of knowledge creates new knowledge. Within several loops of
interaction where community members share their experiences,
ideals and ideas with others, new knowledge individual as
well as collective emerges. According to Sawhney and
Prandelli (2000), besides the generation of new knowledge, this
process of deep and recurrent knowledge sharing explains the
origins of every community.
2.4. Motives of free revealing
Analyzing four different offline sports communities, Franke
and Shah (2003) report that on average one third of the com-
munity members improve their sporting equipment or even
design their own products. As users benefit from using and not
from selling the product, most of the time, hiding the innovation
does not represent an advantage. On the contrary, users look for
ways to share their innovation with others users and
manufacturers (Von Hippel, 2002). Users get in contact with
manufacturers with the aim of finding professional support.
Among others, Harhoff, Henkel, and von Hippel (2003) show
that consumers may derive several benefits by freely revealing
information about their developed product. Freely revealingmeans that the innovator voluntarily gives up all intellectual
property rights to that information and gives access to all
interested parties the information becomes public property
(Von Hippel, 2005). This has a number of effects that explain
the received benefits. These benefits are; network effects,
reputational gains, revealing of related innovations by others,
and the setting of an informal standard (Harhoff et al., 2003;
Von Hippel, 2002). Following Franke and Shah (2003), another
reason for consumers to participate in joint innovation activities
is that doing so is fun and exciting. From this perspective,
innovators do not view sharing of innovation-related informa-
tion as a loss requiring compensation, but rather as enjoyable in
and of itself. Studies in OSS contexts, provide similar findings,
but offer additional reasons why community members share
their ideas and support each other, including e.g., communal
norms, sense of belonging, friendship, intellectual stimulation,
and gain of knowledge (e.g., Butler et al., 2002; Hemetsberger
and Pieters, 2001; Hertel et al., 2003; Lakhani and Von Hippel,
2003; Lakhani and Wolf, 2003).
2.5. Constraints of the Internet
While agreement exists on the fact that the Internet is capable
of transferring information and explicit knowledge (Barrett
et al., 2004; Carayannis, 1998; Descantis et al., 2004), scholars
often considered the online environment as inadequate for user
collaboration on highly complex tasks such as product
innovation which require high levels of creativity and flexibility
(Nemiro, 2002; Nonaka et al., 2000). However, Hemetsberger
and Reinhardt (2004) show that virtual communities can also
manage complex tasks and overcome the problems related to
the transfer of tacit knowledge through technological tools, taskrelated features, collective reflection, stories and usage sce-
narios. Thus, even more complex tasks of joint consumer pro-
duct innovation may be realized on the Internet.
Although, extensive research on user innovations in offline
communities and for OSS exists, little is known about inno-
vation creation in online communities in the field of consumer
products. Further, no empirical study addresses how a company
could systematically use the innovative potential of online
consumer groups in the innovation process. This study sheds
light on joint development activities in online basketball com-
munities and gives ideas how companies could use the inno-
vative potential of online communities.
3. Method
This research focuses on the field of basketball sports, as a
typical physical product of a mature market. The authors con-
sidered netnography (Kozinets, 2002) as adequate for the
research as the methodology includes data from a host of dif-
ferent sources: observations of community behavior, qualitative
analyses of the members' communication, and interviews with
experts in the product field.
3.1. Research field
Four considerations prompted this study's selection of online
communities focusing on basketball shoes: first, a great number
of people play and watch basketball. Thus, researchers may
expect a high number of online communities. Second, as
basketball is typically a team activity, players likely have tight
relationships and share their experiences. Third, one of the
authors was an enthusiastic basketball player for more than ten
years and possesses profound knowledge in the field of
basketball footwear, indispensable in understanding the con-
versation among community members. Fourth, the basketball
shoe sector is an already established, highly competitive market
with a variety of new models each year. Product innovations
consist mainly of modifications in the optical appearance of
62 J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
4/12
shoes whereas radical innovations are rare and often require a
very long development time. For instance, the company Nike
spent 16 years from conception to creation of the new
cushioning technology Nike Shox (Von Wartburg, 2002).
The focus on an already established major mass market with
highly sophisticated and advanced products distinguishes this
research from former studies on creative sports communitiesmainly focusing on product innovations in emerging sports.
3.2. Netnographic approach
Netnography (Kozinets, 1999, 2002) originated from
ethnography (e.g., Arnould and Wallendorf, 1994). Netnogra-
phy uses information publicly available on the Internet to study
the nature and behavior of online consumer groups (e.g., Muniz
and Schau, 2005; Nelson, 2005). The netnography approach
describes how to identify and contact online communities and
how to analyze and check the trustworthiness of community
insights. Further, netnography covers the question how toconduct online marketing research in an appropriate, ethical
way. The method provides a grounded knowledge (Glaser and
Strauss, 1967) concerning a certain research question.
For this study, the netnography divides into four steps: (1)
determination of user characteristics, (2) community identifi-
cation and selection, (3) observation and data gathering, (4) data
analysis and interpretation of findings.
The first step comprised the compilation of a list of personal
characteristics indicative of creative and innovative community
members (Amabile, 1996). Such members behave in a similar
way to lead users (Morrison et al., 2004; Von Hippel, 1986).
The description of the user characteristics gave a fairly good
picture of the most relevant individuals in the research scope:highly enthusiastic basketball players who are creative, have
extensive use-experience and product-related knowledge in the
field of basketball equipment, and are the most active members
within online communities related to their interest. According to
Kozinets (2002), these insiders and devotees represent the
most important data sources for marketing research. Step two
comprised the identification of more than 500 online commu-
nities dedicated to basketball-related topics. Extensive screening
related to quality of content, posting frequency, professionalism
(Kozinets, 2002), as well as member profile, identified five
online communities, more precisely five basketball message
boards, as most promising for this research: Niketalk, Basket-ballboards, Solecollector, Kickz101, Kicksology. Table 1 gives a
brief description of the selected basketball communities.
In step three, the researchers observed all five communities
over a period of 6 months from October 2003 to March 2004,
screening more than 240,000 posts in more than 18,000
discussions and filing all innovation-related content electroni-
cally. This approach is similar to purposive sampling in eth-
nography (Wallendorf and Belk, 1989). In step four, the
researchers used QSR NVivo software (Paccagnella, 1997) to
analyze and interpret 460 discussions including 11,000 posts
(9000 of the posts were innovation-related). In accordance with
the proposed guidelines of ethics in online research (Kozinets,
2002) the researchers asked for and the web administrators of
the selected online communities gave their agreement to the
analysis of the communication and interaction of their members.
You certainly have my permission to utilize NikeTalk in
your academic study. If you have any specific requests,
please let us know. Otherwise, you're certainly more than
welcome to analyze anything that's been posted to the
community (Method Man, NikeTalk Staff, 2004).
Following data analysis, four experienced product managers
checked the trustworthiness of the findings and interpretations
and evaluated the quality and variety of user ideas (Wallendorf
and Belk, 1989). Several past examples and other publications
found on the Internet helped to validate other aspects, like the
assessment of the members' willingness to share their ideas with
producers.
4. Findings
The first part gives an overview of the selected basketball
communities and their members followed by the findings
Table 1
The five online basketball communities in the research sample
Community Members Posts/
day
Origin Operator Description
Niketalk 34,000 5000 US Private Based on number of
members and content
best communityNo official affiliation
with Nike Inc.
Clear preferences
towards Nike footwear
Basketball-
boards
11,600 1000 US Private Members are of
younger age
Most topics are
dedicated to
professional players
and leagues
One forum
specifically for apparel
Solecollector 9000 3000 US Official
forum of
SoleCollector
Magazine
Often mentioned as
second best online
communityMembers discuss all
brands frequently
Formerly called
Instyleshoes
Kickz101 3300 2000 A US Sporting
apparel
store
Interesting because of
international perspective
Separate footwear and
apparel sections
Often early pictures
of new models
Kicksology N/A 200 US Private Reviews of more than
150 basketball shoes
Reviews strongly
influence purchase
decisionsTerminated in 2004
due to limited time of
operator
63J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
5/12
regarding the type of innovations, members' motivations for
innovation creation, and the innovation creation process.
Finally, the article gives evidence of community members'
willingness to collaborate with producers.
4.1. Communities and their members
From time to time participants start threads to introduce
themselves and their basketball obsession (Schau and Gilly,
2003). This behavior provides a fairly good picture of the
participants in the selected online basketball communities.
Typically, members are between 15 and 25 years old and still go
to school or university. Several members are employees of
sporting goods stores, however, their contributions show that
such employees do not participate with the intention of ad-
vertising their stores, but rather because of their passion for
basketball footwear. Among other things, ownership of a high
number of shoes demonstrates the members' high involvement
in basketball footwear. Often, such collections include betweentwenty and fifty different pairs of basketball shoes. For the most
enthusiastic members, the online community is like a virtual
family. One member of the Niketalk community explains,
Niketalk really has grown into a family, nationwide!
Similar to offline relationships, the community provides a
sense of belonging to members:
it does feel like a community, even way out here in Tokyo.
Social ties among the most active participants are so strong,
that these members even organize so-called summits to meet
and to get to know each other offline. The communication among
members is typically marked by mutual respect. Memberscommonly accept different points of view and often use other
opinions as a starting point for constructive discussions.
While each of the selected communities has several thousands
members, a much smaller group of users make the majority of
postings. Table 2 illustrates the different categories of community
members based on their frequency of contribution and describes
their typical behavior and role within the community.
At Solecollector for example, the 212 most active users make
80% of the postings (3.4% of total 6216 members). The top 50
contributors (0.8%) produce 50% of all messages. 2399
members (39%) are frequent posters, while 3600 members
(58%) are lurkers (cf. Nonnecke et al., 2004). In each com-munity a group of highly active, broadly respected, well-known,
long-standing, and knowledgeable insiders exists. Most other
members of the community immediately adopt what these
opinion leaders express. This is how one community member
experiences the special standing of the two opinion leaders ekin
and airmax:
I have been here since 2001. I don't really post I tend to just
observe, but what I noticed is that whenever ekin or airmax
puts up a post everyone magically does not ever affront him,
says the shoes sucklike he or she is a god or something.
Many community members are heavy users of equipment
and thus have extensive use-experience with a variety of models
and brands. Members frequently share their experiences,
thoughts, and opinions in detailed shoe reviews including
detailed judgments of specific features e.g., cushioning and
comfort. These product discussions do not only support others
in their purchase decisions, but are also starting points for newinnovative product ideas.
4.2. Joint innovation creation ideas, motives, and process
Creative members conceptualize not only improvements of
current models but also develop entirely new technologies and
basketball shoes from scratch. Numerous innovative ideas exist
for almost every shoe component, e.g., design, cushioning,
lacing, and ventilation. In total, the analysis identified 24
components and attributes of a shoe to which community
members make specific contributions, come up with modifica-
tions, and new ideas. Table 3 shows the number of innovation-related passages identified and coded for each shoe component,
differing between 10 and 307. These numbers give first
indication of the popularity and importance of the respective
shoe components for basketball players.
For example, a lively discussion is going on about what makes
the design of a basketball shoe attractive and what does not.
Contributors use existing shoe models as a reference to point out
which design elements are, in their opinion, desirable and which
are overdone or unaesthetic. Members provide a lot of information
as to the ideal design for a basketball shoe. A further example is
sharing of shoe customization guidelines and manuals. In order to
stand out from the crowd, many basketball shoe enthusiasts
customize their footwear by applying paint, glitter, and even
Table 2
Categorization of members based on their posting frequency (numbers
exemplary for Solecollector community)
Absolute
number
Percentage
of total
members
Behavior and role in community
Lurkers 3605 58% Registered members who rarelycontribute
Passively observe communication to
gather information and to read interesting
discussions
Do not hold social ties to other members
Numerous unregistered lurkers can also
be expected
Posters 2399 39% Contribute regularly to topics of interest
Share shoe reviews with other members
Are also members of other basketball
communities
Are interested in social interaction
besides of footwear-related discussions
Frequent
posters
212 3% Contribute frequently or even daily
Hold strong social ties to other frequentposters
Possess extensive product-related know-
how
Most respected members of their
communities
Some take the role of opinion leaders
64 J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
6/12
denim. However, to do so community members have to overcome
some difficulties, such as how to make the paint flexible and thin inorder to avoid creases. Members who modify their shoes share
their experiences and give detailed advice as to how to achieve the
best results e.g., for shoe painting; which acetone to use, the best
ratio to mix acetone and paint, and how many coats of paint to
apply. These examples, as well as the following expressions of
gratitude demonstrate that typically, members freely share their
innovations within the community either in form of verbal
descriptions or self-made drawings:
Continue producing your masterpieces and thank you for
always sharing with the community.
Members' motives for freely revealing their innovations are
manifold: the perception that doing so is a community norm, the
inner satisfaction when doing so, the desire to give back to the
community, the need for recognition from other members, and the
hope of feedback from a knowledgeable audience. As one
member of the Niketalk community states his desire to give back:
If I ever make it in shoe design (like 10 years from now) I
will forever be indebted to this board and will give back tothe Niketalk community. That will be a long time, but I am
Table 3
Categories and number of text passages coded for each category
Component/
attribute
Number of posts
coded
Component/
attribute
Number of posts
coded
Design 307 Lace cover 69
Cushioning 206 Soles 63
Comfort 167 Shoe cleaning 48Customization 162 Material 43
Ankle support 152 Shoe lacing 38
Durability 122 Outdoor use 23
Imitations 115 Color 22
Insole 106 Fit 21
Traction 89 Courtfeel 18
Quality 87 Laces 13
Injury 81 Ventilation 12
Weight 72 Responsiveness 10
Table 4
Comparison ofneed-driven and excitement-driven innovators
Criteria Need-driven innovators Excitement-driven innovators
% of total number of
ideas posted
20% 80%
Motives that trigger
innovation
activities
Perception of so-far unsatisfied needs when
using equipment
Fun and enjoyment from the innovation activity itself
Desire to improve skills
Aim to receive competent feedback
Want recognition from other members and potentially companiesFrequency of
innovation
Infrequent Regularly
Continuous innovation activities
Role in online
community
Regular members Highly respected members
Commonly known members within their communities,
so-called designers
Opinion leaders
Form of sharing
and advancing
innovative ideas
Description of an experienced problem Innovation activity is triggered by a design challenge stated by
one of the designers or just by the desire to design a new
basketball shoe
Present only a first rough idea how to improve the problem Presentation of a sophisticated innovative idea
with lengthy explanations of the proposed solution
Typically do not make attempts to further advance the
innovative idea
Besides a verbal descriptions, innovators visualize ideas in form
of detailed designs or even 3-dimensional computer renderings
Excitement-driven innovators make first attempts to realize
their innovative ideasAdvancement of innovations by incorporating the
feedback from other members
Example of typical
contribution
pattern
Several members report about serious ankle injuries when
playing basketball. The injury is commonly attributed to
insufficient ankle protection and cushioning in existing
basketball shoes.
Driven by his interest in designing basketball shoes,
the Niketalk Designer Vocaldigital23 develops an entirely new
basketball shoe from scratch. Vocaldigital23 visualizes the new
concept (see Fig. 2), including a new cushioning and lacing
technology, in more than 50 designs which show the shoe as a
whole and all key-components. The innovator then presents a
selection of these designs to the members of the Niketalk
community, who are astonished by the skills displayed:
Starting from this problem, members come up with the idea,
that by taking out the insoles of one basketball shoe and
inserting the insoles into another model, the cushioning
could be drastically improved while, at the same time,
guaranteeing ankle stability.Thanks for the worthwhile critique. I did not go to school, man.
This is just what I do. I worked on this project from sun up to
sundown from July to November of 03 and created a 50 page book
on its development. Almost drove me nuts.
This is only 15 pages of it.
What I do right now is go half a size big on shoes with zoom
air and use that extra space to insert another insolewhich
provides me with that great court feelbut better impact protection
65J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
7/12
determined to make it happen. Thanks again guys, and
continue to be honest with your opinions and impressions.
Another member sees the community as a source of feedback
from some of the most knowledgeable basketball shoe
enthusiasts:
Thank you very much for your kind feedback. It's nice to
get critics and try to top my own limits.
Consumer-innovators in the selected online basketball
communities seem to be motivated either by the perception of
a so-far unsatisfied need or by the inner satisfaction when
engaging in the creative activity itself. Thus, this study labels
creative community members as either (1) need-driven or (2)
excitement-driven innovators. Table 4 shows the typical
characteristics of the two groups of innovators.
A search for excitement triggers approximately 80% of all
ideas posted in the sample and need only 20%. Need-driven
innovators become active because of a perception of needswhich are as yet not satisfied by any existing product on the
market. For instance, one member has the idea of protective
equipment to play basketball more safely:
I think basketball is a leading cause of injuries. I've hurt
myself the most in ball. I've hurt my wrist, both my ankles,
knees, and shoulders. I think it's because there's no protective
equipment for the sport.
Excitement-driven innovators develop and pursue new ideas
because of the fun,pleasure, and enjoyment from the activity itself
and less because of a desired outcome (e.g., the protection from
injury in the pervious example). In contrast to need-driven
innovators for whom innovating is not part of their community
routines and who typically express their ideas solely in a verbal
manner, innovators driven by excitement regularly and con-sciously engage in innovation activities. Excitement-driven
innovators contribute more sophisticated ideas which are usually
translated into virtual prototypes in the form of drawings or even
3-D renderings. The community knows the most ambitious
excitement-driven innovators as designers. The small group
of designers (e.g., approximately 20 members of the total
34,000 members of Niketalk) contribute, by far, the highest
number and quality of innovative ideas (see Figs. 1 and 2).
Designers spend significant time making their own
drawings of basketball shoes or shoe features and demonstrate
impressive drawing and design skills. These members see
sharing their work with the community as a way to gainrecognition and feedback from a knowledgeable audience
which in turn helps to further improve the designer's skills.
Now, I begin to understand how important it s to get inputs
from this community (which is made of truly kicks lovers as
I am) to improve my skills and refine my technique.
For many designers making own renderings is not simply a
hobby, but their intended career.Designers dream of becoming
Fig. 1. Innovative basketball shoe designs by Archeever, Air Elijah, Archeever; and Zenith (Sources: Niketalk 2004).
66 J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
8/12
professional basketball footwear designers for one of the major
brands. In order to achieve this goal, many study industrial
design or go to art schools. Table 5 shows the typical char-
acteristics ofdesigners as well as their sources of inspiration.
To increase the challenge and fun when making renderings,
communities from time to time initiate so called Designer's
Roll Calls (DRCs). In these friendly competitions a community
member assigns a specific innovation task e.g., design the
basketball shoe for the year 2050 and then the designers of the
community try to creatively fulfill this task within the given
deadline. Then, numerous members (not only the designers)
give their feedback on the posted submissions. Table 6 illustrates
the pattern of innovation creation by means of an exemplary
Designer's Roll Call.
Feedback and comments of the knowledgeable audience
indicate the quality of contributions. The following is just one
example:
WhoaI really think ALL the submissions from you guys
are (read: wow!!) there ain't never gonna be a shortage of
creative talent in here.
The archive of Niketalk provided perhaps the most intriguing
example illustrating the high innovative and creative potential of
community members: Jason Petrie, known under the username
Fig. 2. Concept of an entirely new basketball shoe named Odonata by Vocaldigital23, including new lacing and cushioning technologies as well as a detailed
construction plan (Source: Niketalk, 2004).
67J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
9/12
Alphaproject, continuously showcased his renderings in the
Niketalk community, and improved his skills through the
competent feedback from other shoe-enthusiasts. At that time,
one member, amazed by one of his designs, predicted:
One day I will hold your first designed Nike sneaker in my
hands, telling myself that this one is from Alpha, who had
his beginning at Niketalk.
The prediction came true. Alphaproject was discovered by
Fila and now works as basketball footwear designer at Nike
(Kicksguide, 2003). Besides the impressive example of
Alphaproject, in an interview, four experienced product man-
agers of a leading sporting goods company confirmed the high
quality of ideas and their attractiveness for manufacturers. As
the managers did not want to reveal their identity for this paper,
further explications regarding the company and their positions
cannot be made at this point.
4.3. Community collaboration with producers
Several statements indicated that community members are
aware of the high potential value of their knowledge to
companies in the sporting goods industry. As one member
stated:
Nike gains millions dollars worth of R&D information per
year from this websiteOne thing that is very valuable to
companies is unbiased, candid feedback, hey what do we
have here?? DIRECT CANDID UNBIASED FEEDBACK
HMMMMMMM it has to be worth something.
Despite this knowledge, several observations indicate that
community members are typically willing to share their thoughts
with producers free of charge. In November 2003, one visitor of
the Niketalk community claimed to work for Reebok and asked
how the firm could improve their basketball equipment. Al-
though the person who claimed to work for Reebok did not offer
any rewards for those who contributed, the question initiated a
Table 5
Typical characteristics ofdesigners and their sources of inspiration
Typical characteristics of designers
Characteristics Play basketball and thus have extensive use experience with
basketball shoes
Typically between 20 and 25 years old
Longtime members of their communityDream of becoming professional footwear designers for one
of the major companies
Often study design or go to art schools to pursue their career
dream
Demonstrate impressive drawing and design skills (e.g.,
former member Alphaproject is now working as a footwear
designer for Nike)
Combine their interest for basketball and design in their
creative activities (e.g., although designing also other things
such as running shoes from time to time, basketball shoes are
their most favorite and most frequently addressed topic)
Have a very profound knowledge about current and past
basketball shoes
Typically agree which basketball shoes are the best and
worst in terms of designAre not the users with the highest number of posts but with the
highest quality of innovative content
Freely share their ideas as well as insights into their design
techniques with other members who are eager for knowledge to
improve their own design skills
Highly acknowledged members of their community
Organize friendly innovation competitions with self-stated
tasks from time to time
Honor the work of otherdesigners and give advices how to
improve their ideas
Sources of
inspiration
The statements of the designers indicate that their ideas are
stimulated by a variety of factors:
Existing basketball shoes on the market (mainly high-end
shoes of the major companies)
Inspiration for new shoes from a variety of sources, such ascars, airplanes, animals (e.g., the basketball shoe Odonata by
Vocaldigital23, shown in Fig. 2, is inspired by a shark)
Pure phantasy stimulated by the challenge to come up with
something new
Problems stated by other members
Feedback of other members to their posted designs
Journals which are dedicated to basketball shoes
Own usage experience when playing basketball
Table 6
The pattern of contribution in Designer's Roll Calls along the example of the Air
Jordan XIX
Air Jordan XIX Designer's Roll Call
Total number of
replies
317
Innovation ideas 40 designs by 20 members
Feedback to
innovations
250 posts by 100 members
Pattern of participation
Time ActionsStart of Designer's
Roll Call
One of the designers assigns the task to draw the
upcoming so-called Air Jordan XIX basketball shoe
The designer asks the participants to submit their ideas
within the next two weeks
1st week Most of the designers confirm their participation
Interested members ask questions to the task and discuss
their planned submissions
Some designers submit their first drawings after two days
Community members (not only designers) give their
feedback to submissions
Members start asking for designers who so-far did not
confirm their participation
2nd week Number of new posts per day reaches peak in the first half
of week 2 (approx. 20 per day)
Some designers already submit their 2nd or 3rdrenderings
Designers incorporate feedback of members to advance
their initial submissions
Not so experienced designers ask for advice to improve
their technique
Numerous community members point out their favorite
submission
3rd week Despite official deadline end new designs are submitted
Number of new posts per day continuously drops during
week 3
Designers Roll Call is revitalized by the week's end
through new submissions of some of the most respected
designers
4th week Number of new posts per day falls below five
Last post 26 days after discussion started
68 J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
10/12
very productive discussion with more than 100 detailed replies
within five days. Even when doubts about the author's identity
arose, the discussion continued unaffected. Despite the lack of
award, the contributors felt sufficiently rewarded by the
challenge of the task and their participation in an interesting
discussion:
I for one couldn't care less if the guy was really from
Reebok or not. It's still an interesting discussion and a lot of
the comments make for interesting reading.
On another occasion, the shoe manufacturing firm Nike
approached Niketalk through one of the moderators with the
invitation to share their experiences with basketball shoe imi-
tations (fakes). Also in this case the participants had no guar-
antee for rewards and only the best submissions had the chance to
be printed in the firm's official magazine. Still, more than 40
members reported about their experiences with fakes.
One example which illustrates that innovative members even
actively initiate contacts with sporting goods companies is adesign contest on Kicksguide.com, a private user homepage
dedicated to basketball shoes. Several creative basketball shoe
enthusiasts contribute their drawings to each month's theme.
The winning designs compete for the Artist Series Shoe
Design of the Year and the site submits the artwork of the
winner to various shoe manufacturers. Several of the de-
signers in the observed online communities also take part in the
Kicksguide design contest. Their hope is to become known as
creative and innovative designers, get in touch with one of the
major brands, get an opportunity to start working for a well-
known basketball company, and that one day their creative shoe
designs become realized.
5. Discussion
As the research shows, online gatherings of consumers at
least in the field of basketball shoes participate in the
development of tangible consumer goods. Similar to OSS and
offline innovation communities, members of online basketball
communities do not innovate in isolation but in interaction with
like-minded people. The members consider sharing their product-
related knowledge and ideas for new products or product
modifications as a fun and rewarding activity. The consumers'
innovation experience generates value in itself (Prahalad and
Ramaswamy, 2004; Von Hippel, 2005). For many enthusiasticcommunity members, the exchange of innovation-related product
knowledge is one of the main reasons for belonging to the
community. This is in line with scholars describing that task
involvement combined with learning constitutes a self-sustaining
system that helps to establish and maintain an online community
(e.g., Hemetsberger and Pieters, 2001; Sawhney and Prandelli,
2000).
The findings show that at least a small number of community
members are very knowledgeable, highly skilled, and able to
create their own virtual products with an impressively high
quality and level of innovation. Hence, not only are software
development communities (Franke and Von Hippel, 2003; Von
Hippel and Von Krogh, 2003) and offline user innovation
communities (Franke and Shah, 2003; Shah, 2000) highly
innovative, but also online consumer groups in mature markets,
despite the fact that the designers of virtual basketball shoes
will never benefit from wearing their own creations. In contrast
to lead user innovations (Urban and Von Hippel, 1988; Von
Hippel, 1986), excitement rather than pure need drives inno-
vation creation in basketball communities. Lately, Shah (2005)identified similar motives as main drivers for most dedicated
software developers of OSS.
Further, similarly to OSS developers, highly skilled com-
munity members post their innovations in the hope of getting
visibility helpful for future employment as professional shoe
designers (Butler et al., 2002).
The Designer's Roll Calls pattern that this study identifies is
an interesting, new process of innovation generation. These
friendly self-stated design competitions stimulate innovation
creation and dissemination of highly complex knowledge. Further,
such contests emphasize the playful element of innovation creation
in online communities (Csikszentmihalyi, 2002; Mathwick andRigdon, 2004), as Designer's Roll Calls can be interpreted as
kind of games with self-defined roles. Regarding the effect of play
on creative output, Csikszentmihalyi (1975) notes: Philosophers
from Plato to Sartre have remarked that people are most human,
whole, free and creative when they play.
By posting pictures and drawings of self-created shoe designs
and concepts, the so - called designers not only disclose their
explicit but also implicit knowledge. In the design of an
innovative shoe the consumers' implicit, non verbally articulat-
ed knowledge about basketball equipment such as values,
feelings, perceptions of latest trends, and design preferences
surface ( Nonaka, 1994). Visual models help in transferring
sticky knowledge to the community (Ogawa, 1998; Von Hippel,1998). While only a few community members are capable of
creating professional shoe designs, many less skilled members
help to improve the innovation by giving their opinions, coming
up with proposals for improvement, or asking challenging
questions. The proposals of others may in turn inspire some to
come up with even more radical innovations. Through intense
interactions, numerous contributions, and countless loops of
trial and error experimentations, finally, a new product results
that is superior to that innovated by a single user. A sense of
group efficacy emerges (Hemetsberger, 2001). The overall
community can be seen as a dynamic system of adaptive learning
that produces innovations from the ideas of communitymembers (Hienerth, 2004b). Besides contributing their knowl-
edge, another important function of less skilled community
members is to admire thedesigners, to show recognition and to
take on the role of fans (Schouten and McAlexander, 1995).
While the study at hand gives initial insights into joint-
innovation creation within online consumer groups and provides
a lot of plausible evidence that online consumer groups are a
promising source of innovation, further research is required to
come up with more generalizable and quantifiable results. Based
on the findings, interest arises to examine, whether online com-
munities centering around physical consumer goods other than
basketball footwear, e.g., mobile phones, cameras, or skis, dem-
onstrate similar innovative potential and patterns of innovation.
69J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
11/12
In addition, a quantitative study on what innovative communi-
ties expect from companies when sharing their ideas is overdue.
This subject needs a variety of conceptual and empirical studies
to explore the topic of virtual integration of communities in a
company's innovation process in more detail.
6. Managerial implications
In all of the five observed consumer online communities, very
knowledgeable members think of innovative ways to modify
existing or create new basketball footwear. In addition, these
community members seem to be willing to share their ideas
when approached by a sports equipment manufacturing com-
pany. Thus, the observable process fulfills two main precondi-
tions for successful virtual integration of community members
into a company's innovation process the community's inno-
vative potential and the willingness to participate. Members of
online consumer groups could provide valuable contributions
information, knowledge, and assistance to various tasks whenintegrated in a company's innovation process (Dahan and
Hauser, 2002; Nambisan, 2002).
Managers, intending to actively integrate online community
members into new product development, may ask how the
interaction between community and producer works. Regarding
this question, two basic forms of virtual community integration
exist: (1) the virtual integration of community members for
specific innovation tasks from time to time, and (2) the con-
tinuous collaboration with online communities as a permanent
source of new ideas and co-developers of new products. For
specific innovation tasks, a company could provide special
interaction tools like toolkits (Von Hippel and Katz, 2002) or
virtual customer tools (Dahan and Hauser, 2002) that facilitateparticipation and transfer of the community members' know-
how. Selected communities may serve as pools of qualified
consumers that are invited to participate via postings and ban-
ners (Fller et al., 2006). For example, given that several
members of the observed basketball communities discussed
customizable cushioning systems which allow adjustment of the
responsiveness of the shoe cushioning according to personal
preference, the question about new, customizable cushioning
technologies could become the topic of such a project.
In contrast to punctual integration of community members
for specific tasks, a company could aim to benefit from the
ongoing knowledge exchange and innovation activities withinonline communities. Obviously, continuously monitoring the
communication of thousands of community members for inno-
vative ideas represents high efforts in terms of time and cost.
Hence, community members with new ideas should become
active themselves and contact the company of their choice. In
the basketball community example, one possibility is to install a
permanent link; which directly connects community members
with the innovation team of a company of their choice; on
basketball community websites such as Niketalk. The commu-
nity itself could take on a central position by activating the link
if and when the members think that a certain innovation should
be introduced to and discussed with a company. Of course,
issues regarding intellectual property and gratifications have to
be clarified before a company may collaborate with communi-
ties. At present, most of the time consumers have to accept the
terms and conditions of the respective company and surrender
their intellectual property rights (Chung and Grimes, 2005).
With their community of creation model, Sawhney and
Prandelli (2000) offer an alternative, far more cooperative
approach for continuous interaction with online communities. Intheir community of creation model, a central firm acts as
sponsor and defines the ground rules for participation. The entire
community then owns the intellectual property rights arising
from joint innovation activities. This permeable governance
model acts to blend the benefits of hierarchies and markets.
Effective and efficient interaction with online communities
requires certain knowledge and skills which not every company
may have, especially in reaching the right consumers, or creating
a certain context of integration. Under such conditions, Sawhney
et al. (2003) note that relying on innomediaries is advisable,
that is, third-party actors who facilitate the mediating innovation
and specialize in the virtual dialogue with communities.
References
Amabile Teresa.Creativity in context.Boulder, Colorado: Westview Press; 1996.
Andersen Poul H. Organizing international technological collaboration in
subcontractor relationships: an investigation of the knowledge-stickiness
problem. Res Policy 1999;28:62542.
Arnould Eric, Wallendorf Melanie. Market-oriented ethnography: interpretation
building and marketing strategy formulation. J Mark Res 1994;31:484504
[November].
Barrett Michael, Cappleman Sam, Shoib Gamila, Walsham Geoff. Learning in
knowledge communities: managing technology and context. Eur Manag J
2004;22(1):111.
Brown John Seely, Duguid Paul. Organizational learning and communities-of-
practice: toward a unified view of working, learning, and innovating. Organ
Sci 1991;2(1):4057.
Brown John Seely, Duguid Paul. The social life of information. Boston: Harvard
Business School Press; 2000.
Butler Brian, Sproull Lee, Kiesler Sara. Community effort in online groups: who
does the work and why? In: Weisband S, Atwater L, editors. Leadership at a
distance; 2002.
Carayannis Elias. The strategic management of technological learning in
project/ program management: the role of extranets, intranets and intelligent
agents in knowledge generation, diffusion and leveraging. Technovation
1998;18(11):697703.
Chung Grace, Grimes Sara. Cool hunting the kids' digital playground:
datamining and the privacy debates in children's online entertainment
sites. Hawaii International Conference on System Sciences. Big Island,
Hawaii: IEEE; 2005. HICSS-38.
Csikszentmihalyi Mihaly. Play and intrinsic rewards. J Humanist Psychol
1975;15(3):4163.
Csikszentmihalyi Mihaly. Creativity: flow and the psychology of discovery and
invention. New York, NY: Harper Perennial; 2002.
Dahan Ely, Hauser John R. The virtual customer. J Prod Innov Manag 2002;19
(5):33253.
Descantis Gerardine, Fayard Anne-Laure, Roach Michael, Jiang Lu. Learning in
online forums. Eur Manag J 2004;22(5):56577.
Franke Nikolaus, Shah Sonali. How communities support innovative activities:
an exploration of assistance and sharing among innovative users of sporting
equipment. Res Policy 2003;32(1):15778.
Franke Nikolaus, Von Hippel Eric. Satisfying heterogeneous user needs via
innovation toolkits: the caseof Apache security software.Res Policy 2003;32
(7):1199215.
Fller Johann, Schmidt-Gabriel Michael. Vom Lead User zum Unternehmer
Virtuelle Kundeneinbindung am Beispiel des DiGGiT Snowboard
70 J. Fller et al. / Journal of Business Research 60 (2007) 6071
-
8/2/2019 Basketball TMP
12/12
Rucksacks. In: Piller Frank, Stotko Christof, editors. Mass Customization
und Kundenintegration. Dsseldorf: Symposion; 2003.
Fller Johann, Bartl Michael, Ernst Holger, Mhlbacher Hans. Community
based innovation: how to integrate members of virtual communities into new
product development. Electron Commer Rev J 2006;6(2):5773.
Glaser Barney, Strauss Anselm. The discovery of grounded theory. New York:
de Gruyter; 1967.
Harhoff Dietmar, Henkel Joachim, Von Hippel Eric. Profiting from voluntaryinformation spillovers: how users benefit by freely revealing their innovations.
Res Policy 2003;32(10):175369.
Hemetsberger Andrea. Fostering cooperation on the Internet, social exchange
processes in innovative virtual consumer communities. Adv Consum Res
2001;29:3546.
Hemetsberger Andrea, Pieters Rick. When consumers produce on the Internet:
an inquiry into motivational sources of contribution to joint-innovation. In:
Derbaix Christian, et al, editors. Fourth International Research Seminar on
Marketing Communications and Consumer Behavior. La Londe: Leopold-
Franzens-Universitt Innsbruck; 2001.
Hemetsberger Andrea, Reinhardt Christian. Sharing and creating knowledge in
open-source communities the case of KDE. Fifth European Conference
on Organizational Knowledge, Learning, and Capabilities. Innsbruck; 2004.
Hertel Guido, Niedner Sven, Herrmann Stefanie. Motivation of software
developers in Open source projects: an Internet-based survey of contributorsto the Linux kernel. Res Policy 2003;32:115977.
Hienerth Christoph. The commercialization of user innovations: the develop-
ment of the kayak rodeo industry. Vienna: Vienna University of Economics
and Business Administration; 2004a.
Hienerth Christoph. Impediments to the transfer of knowledge in innovative
communities. In: Carayannis Elias, Campbell David, editors. Knowledge
creation, diffusion and use in innovation networks and clusters: a
comparative systems approachacross the U.S.,Europe and Asia. Greenwood
Publishing Books; 2004b.
Jeppesen Lars Bo, Molin Mans J. Consumers as co-developers: learning and
innovation outside the firm. Technol Anal Strateg Manag 2003;15(3):36383.
Kicksguide. Alphaproject: http://www.kicksguide.com/articles/featured/alphaproject.
asp. Accessed: 1 December, 2003.
Kozinets Robert. E-tribalized marketing? The strategic implications of virtual
communities of consumption. Eur Manag J 1999;17(3):25264.Kozinets Robert. The field behind the screen: using netnography for marketing
research in online communications. J Mark Res 2002;39(1):6172.
Lakhani Karim, Von Hippel Eric. How open source software works: free user-
to-user assistance. Res Policy 2003;32(6):92342.
Lakhani Karim, Wolf Robert. Why hackers do what they do: understanding
motivation effort in free/open source software projects. Working Paper, vol.
4425-03; 2003.
Levi-Strauss Claude. The savage mind. Chicago: Chicago University Press; 1966.
Lthje Christian. Characteristics of innovating users in a consumer goods field:
an empirical study of sport-related product consumers. Technovation
2004;24(9):68395.
Lthje Christian, Herstatt Cornelius, Von Hippel Eric. The dominant role of
local information in user innovation: the case of mountain biking.
Cambridge, MA: MIT; 2002.
Lynn Leonard, Aram John, Reddy Mohan. Technology communities andinnovation communities. J Eng Technol Manag 1997;14:12945.
Mathwick Charla, Rigdon Edward. Play, flow, and the online search experience.
J Consum Res 2004;31:32432 [September].
McAlexander James, Schouten John, Koenig Harold. Building brand commu-
nity. J Mark 2002;66(1):3854.
McWilliam Gil. Building strong brands through online communities. Sloan
Manage Rev 2000;41(13).
Morrison Pamela, Roberts John, Midgley David. The nature of lead users and
measurement of leading edge status. Res Policy 2004;33(2):35162.
Muniz Jr Albert, Schau Hope Jensen. Religiosity in the abandoned Apple
Newton brand community. J Consum Res 2005;31:73747 [March].
Nambisan Satish. Designing virtual customer environments for new product
development: toward a theory. Acad Manage Rev 2002;27(3):392413.
Nelson Michelle R. Exploring cross-cultural ambivalence: a netnography of
intercultural wedding message boards. J Bus Res 2005;58:8995.
Nemiro Jill. The creative process in virtual teams. Creat Res J 2002;14(1):6983.
Nonaka Ikujiro. A dynamic theory of organizational knowledge creation. Organ
Sci 1994;5(1):1437.
Nonaka Ikujiro, Konno Noboru. The concept of Ba: building a foundation for
knowledge creation. Calif Manage Rev 1998;40(3):4054.
Nonaka Ikujiro, Reinmoeller Patrick, Senoo Dai. Integrated IT systems to
capitalize on market knowledge. In: Von Krogh Georg, Nonaka I,
Nishiguchi T, editors. Knowledge creation a source of value. NewYork, NY: Macmillan Press; 2000.
Nonnecke Blair, Preece Jenny, Andrews Dorine. What lurkers and posters think
of each other. Hawaii International Conference on System Sciences, HICSS-
37. Big Island, Hawaii: IEEE; 2004.
Ogawa Susumu. Does sticky information affect the locus of innovation? Evidence
from the Japanese convenience-store industry. Res Policy 1998;26:77790.
Paccagnella Luciano. Gettingthe seats of your pants dirty: strategies for ethnographic
research on virtual communities. J Comput-Mediat Commun 1997:3 [June].
PrahaladC, RamaswamyVenkatram. The futureof competition: co-creatingunique
value with customers. Boston, MA: Harvard Business School Press; 2004.
Prgl Reinhard, Schreier Martin. Opening up the innovation process by toolkits:
learning from leading-edge customers at The Sims. R&D Management
Conference. Sesimbra (Portugal); 2004. July.
Sawhney Mohanbir, Prandelli Emanuela. Communities of creation: managing
distributed innovation in turbulent markets. Calif Manage Rev 2000;42(4):2454.
Sawhney Mohanbir, Prandelli Emanuela, Verona Gianmario. The power of
innomediation. MIT Sloan Manag Rev 2003;44:7782.
Schau Hope Jensen, Gilly Mary C. We are what we post? Self-presentation in
personal web space. J Consum Res 2003;30:385404.
Schouten John, McAlexander James. Subcultures of consumption: an
ethnography of the new bikers. J Consum Res 1995;22:4361.
Shah Sonali. Sources and patterns of innovation in a consumer products field:
innovations in sporting equipment. Working Paper, vol. 4105. MIT; 2000.
Shah Sonali. Motivation, governance and the viability of hybrid forms in open
source software. Working Paper, vol. 04-0115. University of Illinois at
Urbana Champaign; 2005.
Szulanski Gabriel. Exploring internal stickiness: impediments to the transfer of
best practice within the firm. Strateg Manage J 1996;17:2743 [Winter,
Special Issue].Urban Glen, Von Hippel Eric. Lead user analyses for the development of new
industrial products. Manage Sci 1988;34(5):56982.
Verona Gianmario, Prandelli Emanuela, Sawhney Mohanbir. Innovation and
virtual environments: towards virtual knowledge brokers. Working Paper,
vol. 38; 2004.
Von Hippel Eric. Lead users: a source of novel product concepts. Manage Sci
1986;32(7):791805.
Von Hippel Eric. Sticky information and the locus of problem solving:
implications for innovation. Manage Sci 1994;40(4):42939.
Von Hippel Eric. Economics of product development by users: the impact of
sticky local information. Manage Sci 1998;44(5):62944.
Von Hippel Eric. Innovation by user communities: learning from open-source
software. MIT Sloan Manag Rev 2001;42(4):826.
Von Hippel Eric. Horizontal innovation networks by and for users. Working
paper. MIT Sloan School of Management; 2002.Von Hippel Eric. Democratizing innovation. Cambridge, MA: MIT Press; 2005.
Von Hippel Eric, Katz Ralph. Shifting innovation to users via toolkits. Manage
Sci 2002;48(7):82133.
Von Hippel Eric, Von Krogh Georg. Open source software and the private-
collective innovation model: issues for organaization science. Organ Sci
2003;14(2):20923.
Von Krogh Georg. Open-source software development. MIT Sloan Manag Rev
2003:148 [Spring].
Von Wartburg I. Fallstudie Nike Shox. Bern: Universitt Bern, Institut fr
Innovations-management; 2002.
Wallendorf Melanie, Belk Russel. Assessing trustworthiness in naturalistic
consumer research. In: Hirschman E, editor. Interpretive consumer research.
Provo, UT: Association for Consumer Research; 1989.
WengerEtienne. Knowledgemanagement as a doughnut: shaping your knowledge
strategy through communities of practice. Ivey Bus J 2004;68(3):18.
71J. Fller et al. / Journal of Business Research 60 (2007) 6071
http://www.kicksguide.com/articles/featured/alphaproject.asphttp://www.kicksguide.com/articles/featured/alphaproject.asphttp://www.kicksguide.com/articles/featured/alphaproject.asphttp://www.kicksguide.com/articles/featured/alphaproject.asp