feed icon rss

Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Die angezeigten Daten werden derzeit aktualisiert.
Export
  • 1
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Logos Verlag Berlin
    UID:
    gbv_1832291200
    Format: 1 Online-Ressource
    ISBN: 9783832555108
    Content: 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
    Note: English
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 2
    Online Resource
    Online Resource
    Berlin : Logos Verlag Berlin
    UID:
    gbv_1832271781
    Format: 1 Online-Ressource (213 p.)
    ISBN: 9783832555108
    Content: 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
    Note: English
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    UID:
    gbv_895530619
    Format: Online-Ressource (44 S. = 1,09 MB) , Ill. , pdf
    Content: 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)
    Note: Differences between the printed and electronic version are possible
    Language: German
    Keywords: Forschungsbericht
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    Online Resource
    Online Resource
    Berlin : Logos Verlag
    UID:
    b3kat_BV048512727
    Format: 1 Online-Ressource
    Note: Dissertation Technische Universität Hamburg 2022
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-8325-5510-8
    Language: English
    Keywords: Prosumerismus ; Produktinnovation ; Preisbildung ; Hochschulschrift
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    Book
    Book
    Berlin : Logos-Verl.
    UID:
    kobvindex_ZLB34908826
    Format: 199 Seiten , 21 cm x 14.5 cm
    ISBN: 9783832555108 , 3832555102
    Note: Dissertation, Technische Universität Hamburg, 2022
    Language: English
    Keywords: Prosumerismus ; Produktinnovation ; Preisbildung ; Hochschulschrift
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 6
    Online Resource
    Online Resource
    [s.l.] :Logos Verlag Berlin,
    UID:
    almahu_9949414151602882
    Format: 1 online resource (218 p.)
    ISBN: 9783832555108
    Content: 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.
    Language: English
    Keywords: Electronic books.
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 7
    Online Resource
    Online Resource
    [s.l.] :Logos Verlag Berlin,
    UID:
    almahu_9949371477602882
    Format: 1 electronic resource (213 p.)
    Content: 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.
    Note: English
    Additional Edition: ISBN 3-8325-5510-2
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. Further information can be found on the KOBV privacy pages