Web 2.0 as a Platform for User Co-Creation: A View from Social Virtual Worlds

  • Jacques Bughin

Abstract

The recent “social” development of the internet has witnessed the emergence of high profile web 2.0 sites. This ranges from social networks à la Bebo, MySpace, Facebook, Netlog, or Cyworld, to user-generated video (e. g., YouTube, MyVideo), blogs, wikis, and others. Those sites, while barely attracting a few points of percentage of the worldwide traffic by early 2006, stand currently for up to 20 % of total web traffic today.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Bibliography

  1. Agrawal, V., L. D. Arjona, and R. Lemmens. (2001). E-Performance: The Path to Rational Exuberance, The McKinsey Quarterly 1, 31–43.Google Scholar
  2. Bartl, M. (2005). Virtuelle Kundenintegration in die Neuproduktentwicklung. Wiesbaden: DUV.Google Scholar
  3. Bendapudi, N. and R. P. Leone (2003). Psychological Implications of Customer Participation in Co-Production, Journal of Marketing 67(1), 14–28.CrossRefGoogle Scholar
  4. Boyd, J. (2002). In Community We Trust: Online Security Communication at eBay, Journal of Computer Mediated Communication 7(3), http://jcmc.indiana.edu/vol7/issue3/boyd.html (accessed: February 2, 2008).
  5. Bughin, J. (2007a). Driving Success in User-generated Video, McKinsey Working Paper.Google Scholar
  6. Bughin, J. (2007b). How Companies can Make the Most of User-generated Content, The McKinsey Quarterly, August, http://www.mckinseyquarterly.com/article_abstract_visitor.aspx?ar=2041&l2=17&l3=104&srid=17.
  7. Bughin, J., M. Schellekens, and M. Singer (2007). Tapping into the Power of Digital Co-Creation — Learning from Virtual Worlds, Digital Marketing Initiative, McKinsey Working Paper.Google Scholar
  8. Chesbrough, H. (2006). Open Business Models: How to Thrive in the Innovation Landscape. Boston, MA: Harvard Business School Press.Google Scholar
  9. Franke, N., E. von Hippel, and M. Schreier (2006). Finding Commercially Attractive User Innovations: A Test of Lead User Theory, Journal of Product Innovation Management 23(4), 301–315.CrossRefGoogle Scholar
  10. Füller, J., M. Bartl, H. Ernst, and H. Mühlbacher (2006). Community Based Innovation: How to Integrate Members of Virtual Communities into new Product Development, Electronic Commerce Research 6(1), 57–73.CrossRefGoogle Scholar
  11. Füller, J. and M. Bartl (2007). What Consumers Expect from Virtual Co-Creation. Paper presented at the MCPC world conference, October 7–10, Boston, MA.Google Scholar
  12. Hippel, E. von (2005). Democratizing Innovation. Cambridge, MA: MIT Press.Google Scholar
  13. Kollock, P. (1994). The Emergence of Exchange Structures: An Experimental Study of Uncertainty, Commitment and Trust, American Journal of Sociology 100, 313–45.CrossRefGoogle Scholar
  14. Metaverse Roadmap (2007). Pathways to the 3-D: A Cross-Industry Foresight Project. www.metaverseroadmap.org.Google Scholar
  15. Prahalad, C. K. and V. Ramaswamy (2004). The Future of Competition: Co-Creating Unique Value with Customers. Boston, MA: Harvard Business School Press.Google Scholar
  16. Prügl, R. and M. Schreier, (2006). Learning from Leading-Edge Customers at the Sims: Opening up the Innovation Process Using Toolkit, R&D Management 36(3), 237–250.CrossRefGoogle Scholar
  17. Schreier, M. and R. Prügl (forthcoming). Extending Lead User Theory: Antecedents and Consequences of Consumers Lead Userness, Journal of Product Innovation Management.Google Scholar

Copyright information

© Vieweg+Teubner | GWV Fachverlage GmbH, Wiesbaden 2008

Authors and Affiliations

  • Jacques Bughin
    • 1
  1. 1.McKinsey & Company and Free University of BrusselsBrussels

Personalised recommendations