Growing pains: The effect of generational product innovation on mobile games performance

被引:30
作者
Chen, Liang [1 ]
Zhang, Pengxiang [2 ]
Li, Sali [3 ]
Turner, Scott F. [4 ]
机构
[1] Univ Melbourne, Dept Management & Mkt, Melbourne, Vic, Australia
[2] Peking Univ, Guanghua Sch Management, Dept Org & Strategy, 5 Yiheyuan Rd, Beijing 100871, Peoples R China
[3] Univ South Carolina, Darla Moore Sch Business, Sonoco Int Business Dept, Columbia, SC 29208 USA
[4] Univ South Carolina, Darla Moore Sch Business, Dept Management, Columbia, SC 29208 USA
基金
中国国家自然科学基金;
关键词
demand side perspective; generational product innovation; generative appropriability; product iteration; technology innovation; DEMAND HETEROGENEITY; TECHNOLOGICAL-INNOVATION; CONSUMER RESISTANCE; CAPABILITIES; STRATEGY; RESPONSES; DETERMINANTS; GOVERNANCE; EXPERIENCE; ADAPTATION;
D O I
10.1002/smj.3338
中图分类号
F [经济];
学科分类号
02 ;
摘要
Research Summary Strategy research advises firms to capture generative value by continually introducing generational improvements on their existing products. This article considers a potential dark side of such strategy. We argue that generational innovation can elicit a negative near-term response from customers, as it distorts their ingrained behavioral patterns and imposes learning costs. Further, we propose that this negative effect of generational innovation will diminish when the product has a leading market position; and it will be more severe as the product's technological legacy lengthens. Using a difference-in-differences research design based on mobile game apps that multihome on two platforms, we find supportive evidence for our hypotheses and discuss the corresponding implications for strategy and technology innovation literature. MAnagerial Summary Firms are advised to capture the value in future innovations that are spawned from their existing innovation, and they can do so by releasing improved generations of current products. This article examines a potential dark side of such strategy-that generational innovation could alienate existing customers by unsettling their ingrained behavioral patterns. Utilizing a unique dataset of mobile game apps, we find evidence of this negative effect, which tends to be weaker for market leaders but more damaging for those having already experienced numerous generational changes.
引用
收藏
页码:792 / 821
页数:30
相关论文
共 101 条
[1]   When are technologies disruptive? A demand-based view of the emergence of competition [J].
Adner, R .
STRATEGIC MANAGEMENT JOURNAL, 2002, 23 (08) :667-688
[2]   Demand heterogeneity and technology evolution: Implications for product and process innovation [J].
Adner, R ;
Levinthal, D .
MANAGEMENT SCIENCE, 2001, 47 (05) :611-628
[3]   Old technology responses to new technology threats: demand heterogeneity and technology retreats [J].
Adner, Ron ;
Snow, Daniel .
INDUSTRIAL AND CORPORATE CHANGE, 2010, 19 (05) :1655-1675
[4]   Modeling Supply-Side Dynamics of IT Components, Products, and Infrastructure: An Empirical Analysis Using Vector Autoregression [J].
Adomavicius, Gediminas ;
Bockstedt, Jesse ;
Gupta, Alok .
INFORMATION SYSTEMS RESEARCH, 2012, 23 (02) :397-417
[5]  
Afuah A, 2000, STRATEGIC MANAGE J, V21, P387
[6]   THE HYPERCUBE OF INNOVATION [J].
AFUAH, AN ;
BAHRAM, N .
RESEARCH POLICY, 1995, 24 (01) :51-76
[7]   Organizational Constraints to Adaptation: Intrafirm Asymmetry in the Locus of Coordination [J].
Aggarwal, Vikas A. ;
Wu, Brian .
ORGANIZATION SCIENCE, 2015, 26 (01) :218-238
[8]   THE SECOND FACE OF APPROPRIABILITY: GENERATIVE APPROPRIABILITY AND ITS DETERMINANTS [J].
Ahuja, Gautam ;
Lampert, Curba Morris ;
Novell, Elena .
ACADEMY OF MANAGEMENT REVIEW, 2013, 38 (02) :248-269
[9]   Moving Beyond Schumpeter: Management Research on the Determinants of Technological Innovation [J].
Ahuja, Gautam ;
Lampert, Curba Morris ;
Tandon, Vivek .
ACADEMY OF MANAGEMENT ANNALS, 2008, 2 :1-98
[10]   APPROPRIABILITY AND THE RETRIEVAL OF KNOWLEDGE AFTER SPILLOVERS [J].
Alnuaimi, Tufool ;
George, Gerard .
STRATEGIC MANAGEMENT JOURNAL, 2016, 37 (07) :1263-1279