L’innovation par les consommateurs lors des phases de prototypage: apports à la théorie du lead-user
Linda Hamdi-Kidar
Innovations, 2024, vol. N° 74, issue 2, 211-247
Abstract:
Innovating with users offers numerous opportunities for companies that wish to remain competitive in the market. Several comparative studies have investigated which consumer profiles can develop the most attractive ideas and concepts, but the conclusions differ. This research joins this debate and focuses on a still understudied stage by asking the following question : With which type of consumer firms should co-innovate to improve the commercial attractiveness of prototypes during the prototyping stage ? To address this question, we compare video game prototypes generated by four types of consumers : lead-users, emergent-nature consumers, individuals combining both characteristics, and ordinary consumers. Through a two-stage quantitative study, we show that innovative consumers with lead-user characteristics develop video games? prototypes that are more commercially attractive than those developed by the other consumer profiles. JEL Codes : O30, M12, D11, D12, L25
Keywords: Lead-user; Emergent-nature Consumer; Prototyping; User Innovation; Video Games (search for similar items in EconPapers)
JEL-codes: D11 D12 L25 M12 O30 (search for similar items in EconPapers)
Date: 2024
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