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  • 1
    Online-Ressource
    Online-Ressource
    [Erscheinungsort nicht ermittelbar] : Logos Verlag Berlin
    UID:
    gbv_1832291200
    Umfang: 1 Online-Ressource
    ISBN: 9783832555108
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion
    Anmerkung: English
    Sprache: Unbestimmte Sprache
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Online-Ressource
    Online-Ressource
    Berlin : Logos Verlag Berlin
    UID:
    gbv_1832271781
    Umfang: 1 Online-Ressource (213 p.)
    ISBN: 9783832555108
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion
    Anmerkung: English
    Sprache: Unbestimmte Sprache
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 3
    Online-Ressource
    Online-Ressource
    [s.l.] :Logos Verlag Berlin,
    UID:
    almahu_9949371477602882
    Umfang: 1 electronic resource (213 p.)
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion.
    Anmerkung: English
    Weitere Ausg.: ISBN 3-8325-5510-2
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    UID:
    gbv_895530619
    Umfang: Online-Ressource (44 S. = 1,09 MB) , Ill. , pdf
    Inhalt: Ziel der Studie ist es, mittels einer großzahligen quantitativen Datenerhebung das Tätigkeitsprofil der Betreuungspersonen in häuslicher Gemeinschaft zu beschreiben und Informationen über Inhalte der Tätigkeit, Arbeitszeit und Vergütung zu erheben. Betreuungsperson in häuslicher Gemeinschaft ist hierbei synonym mit Betreungskraft in häuslicher Gemeinschaft zu verstehen. Die Auswertung der erhobenen Daten sollen vor allem zur Beschreibung des Tätigkeitsprofils der Betreuungsperson in häuslicher Gemeinschaft beitragen. Die Studie ist beauftragt vom Verband für häusliche Betreuung und Pflege e.V. (VHBP) und der Hausengel PflegeAllianz e.V. (Vorlage)
    Anmerkung: Differences between the printed and electronic version are possible
    Sprache: Deutsch
    Schlagwort(e): Forschungsbericht
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 5
    Buch
    Buch
    Berlin : Logos-Verl.
    UID:
    kobvindex_ZLB34908826
    Umfang: 199 Seiten , 21 cm x 14.5 cm
    ISBN: 9783832555108 , 3832555102
    Anmerkung: Dissertation, Technische Universität Hamburg, 2022
    Sprache: Englisch
    Schlagwort(e): Prosumerismus ; Produktinnovation ; Preisbildung ; Hochschulschrift
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 6
    Online-Ressource
    Online-Ressource
    [s.l.] :Logos Verlag Berlin,
    UID:
    edocfu_9960854457002883
    Umfang: 1 electronic resource (213 p.)
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion.
    Anmerkung: English
    Weitere Ausg.: ISBN 3-8325-5510-2
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 7
    Online-Ressource
    Online-Ressource
    [s.l.] :Logos Verlag Berlin,
    UID:
    edoccha_9960854457002883
    Umfang: 1 electronic resource (213 p.)
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion.
    Anmerkung: English
    Weitere Ausg.: ISBN 3-8325-5510-2
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 8
    Online-Ressource
    Online-Ressource
    [s.l.] :Logos Verlag Berlin,
    UID:
    almahu_9949414151602882
    Umfang: 1 online resource (218 p.)
    ISBN: 9783832555108
    Inhalt: Consumers are an important source of innovation. They primarily innovate out of non-monetary motivations, such as use interest, learning and social rewards. Nonetheless, increasing numbers of such consumer and user innovators recently began diffusing their creations on online marketplaces, where they price and commercialize them. This empirical work reveals that, compared to firms, consumers' different motivations to innovate affect their pricing decisions systematically in terms of cost, customer quality and competition considerations. Furthermore, it shows that customers' price evaluations differ consistently when a product is marketed as created by consumers. Two empirical, sequential mixed methods studies were conducted for testing a series of hypotheses derived from fusing pricing research with consumer and user innovation theory. The empirical work was executed in the field of indie video games. Its core quantitative analyses were carried out with data scraped from the Steam computer game marketplace. Interviews and experiments with commercializing consumer innovators and their customers scaffold the findings from the market data analyses. The generated knowledge helps (a) consumer and user innovators to shape and validate their marketing strategies, (b) business administrators to respond to an influx of consumer innovators as competitors, and (c) economists in understanding the market impacts of commercial consumer innovation diffusion.
    Sprache: Englisch
    Schlagwort(e): Electronic books.
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 9
    Online-Ressource
    Online-Ressource
    Berlin : Logos Verlag
    UID:
    b3kat_BV048512727
    Umfang: 1 Online-Ressource
    Anmerkung: Dissertation Technische Universität Hamburg 2022
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 978-3-8325-5510-8
    Sprache: Englisch
    Schlagwort(e): Prosumerismus ; Produktinnovation ; Preisbildung ; Hochschulschrift
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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