Next practice, not best practice: Using virtual worlds in new product development in the automotive industry

被引:0
作者
Daecke, Julia [1 ]
Knyphausen-Aufseß, Dodo zu [2 ]
Schweizer, Lars [3 ]
机构
[1] Telekom Deutschland GmbH, Landgrabenweg 151, Bonn
[2] Technische Universität Berlin, Straße des 17, Juni 135, Berlin
[3] Goethe University Frankfurt, Theodor-W.-Adorno-Platz 4, Frankfurt am Main
关键词
Customer integration; Innovations; Product development; Virtual worlds;
D O I
10.1504/IJPD.2015.073095
中图分类号
学科分类号
摘要
Involving customers in the development of new products development is crucial to market success. However, many companies, especially within the technology-oriented automotive industry, fail to do so. In this paper, we examine how web-based virtual worlds offer fresh perspectives for integrating customers into product development. We argue that companies must look to 'next practice, not best practice' if they hope to outperform the market. We also investigate the steps involved in such projects, and the factors that make them possible. We conducted interviews with managers from three leading car manufacturers - Audi AG, BMW Group and Daimler AG - and experts from industry-related research institutes and service companies. Our findings demonstrate that virtual worlds support more efficient and effective new product development projects, especially in their early and late phases. Copyright © 2015 Inderscience Enterprises Ltd.
引用
收藏
页码:401 / 433
页数:32
相关论文
共 87 条
[1]  
Altshuler A., Anderson M., Jones D., Roos D., Womack J., The Future of the Automobile, (1986)
[2]  
Atlas S., Putterman L., Trust among the avatars: a virtual world experiment, with and without textual and visual cues, Southern Economic Journal, 78, 1, pp. 63-86, (2011)
[3]  
Baker W.E., Sinkula J.M., Market orientation and the new product paradox, Journal of Product Innovation Management, 22, 6, pp. 483-502, (2005)
[4]  
Barney J.B., Hansen M.H., Trustworthiness as a source of competitive advantage, Strategic Management Journal, 15, pp. 175-216, (1994)
[5]  
Bartl M., Virtuelle Kundenintegration in die Neuproduktentwicklung [Virtual customer integration in new product development], (2005)
[6]  
Berente N., Hansen S., Pike J., Bateman P., Arguing the value of virtual worlds: patterns of discursive sensemaking of an innovative technology, MIS Quarterly, 35, 3, pp. 685-709, (2011)
[7]  
Boughzala I., de Vreede G., Limayem M., Team collaboration in virtual worlds: editorial to the special issue, Journal of the Association for Information Systems, 13, 10, pp. 714-734, (2012)
[8]  
Buckless F., Krawczyk K., Showalter D., Using virtual worlds to simulate real-world audit procedures, Issues in Accounting Education, 29, 3, pp. 389-417, (2014)
[9]  
Castronova E., Synthetic Worlds: The Business and Culture of Online Games, (2005)
[10]  
Chaney P.K., Devinney T.M., New product innovations and stock price performance, Journal of Business Finance & Accounting, 19, 5, pp. 677-695, (1992)