Creative Co-production: The Adaption of an Open Innovation Model in Creative Industries

Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)


Advanced information systems enable digital media and creative industries to use collaborative networks to boost creative co-production not only across organizational boundaries, but also across geographies. The initial success of crowdsourcing and other open-innovation strategies encourages these industries to consider creative co-production as a viable option for future development. This chapter suggests a general theoretical framework for the implementation of co-production in creative industries based on three components: co-creation environment, network coordination, and experiential communication. The proposed framework is sufficiently general yet grounded in the phenomenon to guide future research and development.


Open Innovation Central Integrator Experiential Communication Creative Industry Creative Idea 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. 1.
    Akaka, M. A., Vargo, S. L., & Lusch, R. F. (2012). An exploration of networks in value cocreation: A service-ecosystems view.Google Scholar
  2. 2.
    Allee, V. (2000). Reconfiguring the value network. Journal of Business Strategy, 21(4).Google Scholar
  3. 3.
    Balasubramanian, S., & Mahajan, V. (2001). The economic leverage of the virtual community. International Journal of Electronic Commerce, 5(1), 103–138.Google Scholar
  4. 4.
    Chesbrough, H. (2007). Business model innovation: It’s not just about technology anymore. Strategy & Leadership, 35(6), 12–17.CrossRefGoogle Scholar
  5. 5.
    Chesbrough, H., Vanhaverbeke, W., & West, J. (2008). Open innovation: Researching a new Paradigm. OUP Oxford.Google Scholar
  6. 6.
    Dawson, B. K., Young, L., Tu, C., & Chongyi, F. (2014). Co-innovation in networks of resources—A case study in the Chinese exhibition industry. Industrial Marketing Management, 43(3), 496–503.CrossRefGoogle Scholar
  7. 7.
    Fan, S., Sia, C., & Zhao, J. (2012). Towards collaboration virtualization theory. PACIS, 2012, 1–8.Google Scholar
  8. 8.
    Füller, J. (2010). Refining virtual co-creation from a consumer perspective. California Management Review, 52(2), 98–122.CrossRefGoogle Scholar
  9. 9.
    Gassmann, O., Enkel, E., & Chesbrough, H. (2010). The future of open innovation. R&D Management, 40(3), 213–221.CrossRefGoogle Scholar
  10. 10.
    Gloor, P. A. (2006). Swarm creativity: competitive advantage through collaborative innovation networks. New York: Oxford University Press.CrossRefGoogle Scholar
  11. 11.
    Golfetto, F. (2003). Communicating competence. An Experiential Communication approach for business markets. In Proceedings of the 19th IMP-Conference. Lugano, Switzerland.Google Scholar
  12. 12.
    Jeppesen, L. B., & Frederiksen, L. (2006). Why do users contribute to firm-hosted user communities? The case of computer-controlled music instruments. Organization Science, 17(1), 45–63.CrossRefGoogle Scholar
  13. 13.
    Kahnert, D., Menez, R., & Blättel-Mink, B. (2012). Coordination and motivation of customer contribution as social innovation: The case of Crytek. In H. W. Franz, J. Hochgerner, & J. Howaldt (Eds.), Challenge social innovation: Potentials for business, social entrepreneurship, welfare and civil society (pp. 293–306). Springer.Google Scholar
  14. 14.
    Ketchen, D. J., Ireland, R. D., & Snow, C. C. (2007). Strategic entrepreneurship, collaborative innovation, and wealth creation. Strategic Entrepreneurship Journal, 1(3–4), 371–385.CrossRefGoogle Scholar
  15. 15.
    Kohler, T., Fueller, J., Matzler, K., & Stieger, D. (2011). Co-creation in virtual world: The design of the user experience. MIS Quarterly, 35(3), 773–788.Google Scholar
  16. 16.
    Lee, G. K., & Cole, R. E. (2003). From a firm-based to a community-based model of knowledge creation: The case of the Linux Kernel development. Organization Science, 14, 633–649.CrossRefGoogle Scholar
  17. 17.
    Lugmayr, A. (2013a). Brief introduction into information systems & management research in media industries. In IEEE International Conference on Multimedia and Expo Workshops (ICMEW) (pp. 1–6).Google Scholar
  18. 18.
    Lugmayr, A. (2013b). Issues & approach in defining a European research agenda on information systems and management in creative eMedia industries. In Proceedings of the 1st Workshop on Defining a European Research Agenda on Information Systems and Management in eMedia Industries (pp. 17–25). International Ambient Media Organization (AMEA).Google Scholar
  19. 19.
    Lugmayr, A., Serral, E., Scherp A., Pogorelc, B., & Mustaquim M. (2013). Ambient media today and tomorrow. Multimedia Tools and Applications, 1–31.Google Scholar
  20. 20.
    Lee, S. M., Olson, D. L., & Trimi, S. (2012). Co-innovation: convergenomics, collaboration, and co-creation for organizational values. Management Decision, 50(5), 817–831.CrossRefGoogle Scholar
  21. 21.
    Monge, P. R., & Contractor, N. S. (2003). Theories of communication networks. Computer (Vol. 91, p. 406). Oxford University Press.Google Scholar
  22. 22.
    Origho, A. O., Japheth, O., & Ukpere, W. I. (2014). Innovation through global collaboration: A new source of competitive advantage (a study of Nigerian Breweries PLC). Mediterranean Journal of Social Sciences, 5(1), 709–724.Google Scholar
  23. 23.
    Ritala, P., Hurmelinna-Laukkanen, P., & Nätti, S. (2012). Coordination in innovation-generating business networks—The case of Finnish Mobile TV development. Journal of Business & Industrial Marketing, 27(4), 324–334.CrossRefGoogle Scholar
  24. 24.
    Romero, D., & Molina, A. (2011). Collaborative networked organisations and customer communities: value co-creation and co-innovation in the networking era. Production Planning & Control, 22(5–6), 447–472.CrossRefGoogle Scholar
  25. 25.
    Sarker, S., Lau, F., & Sahay, S. (2000). Building an inductive theory of collaboration in virtual teams. In Proceedings of the 33rd Hawaii International Conference on System Sciences (pp. 1–10).Google Scholar
  26. 26.
    Scholten, S., & Scholten, U. (2011). Platform-based innovation management: Directing external innovational efforts in platform ecosystems. Journal of the Knowledge Economy, 3(2), 164–184.CrossRefGoogle Scholar
  27. 27.
    Sorensen, E., & Torfing, J. (2011). Enhancing collaborative innovation in the public sector. Administration & Society, 43(8), 842–868.CrossRefGoogle Scholar
  28. 28.
    Storbacka, K., Frow, P., Nenonen, S., & Payne, A. F. (2012). Designing business models for value co-creation. In S. L. Vargo & R. F. Lusch (Eds.), Marketing research (Vol. 9, pp. 51–78). Emerald Group Publishing Limited.Google Scholar
  29. 29.
    Von Hippel, E. (1978). A customer-active paradigm for industrial product idea generation. Research Policy, 7(3), 240–266.CrossRefGoogle Scholar
  30. 30.
    Von Hippel, E. (2005). Democratizing innovation: The evolving phenomenon of user innovation. Journal für Betriebswirtschaft, 55(1), 63–78.CrossRefGoogle Scholar
  31. 31.
    Wittke, V., & Hanekop, H. (2011). In V. Wittke & H. Hanekop (Eds.), New forms of collaborative innovation and production: An Interdisciplinary perspective. Göttingen: Universitätsverlag Göttingen.Google Scholar
  32. 32.
    Zijlstra, F. R. H. (1993). Efficiency in work behaviour: A design approach for modern tools. TU Delft, Delft University of Technology.CrossRefGoogle Scholar
  33. 33.
    Zwass, V. (2010). Co-creation: Toward a taxonomy and an integrated research perspective. International Journal of Electronic Commerce, 15(1), 11–48.Google Scholar

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  1. 1.University of Hawaii at ManoaHonoluluUSA

Personalised recommendations