User entrepreneurs in times of crisis: Innovators you can count on

2020 ◽  
Vol 14 (4) ◽  
pp. 566-569
Author(s):  
Sonali K. Shah ◽  
Mary Tripsas
Keyword(s):  

2017 ◽  
Vol 33 (6) ◽  
pp. 4-6

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings 3D printing is big business, and it is growing fast. While there is some adoption of the technology in industry, the vast majority is occurring at home, with users. These user entrepreneurs are carving their own path into business, providing products and services to a growing customer base in a way that large incumbent organizations cannot. The innovative and adaptable nature of these user entrepreneurs perfectly fits the 3D printing market, but with such a diverse marketplace and large number of competitors, a competitive advantage is being sought. Holzmann et al. (2017) look at the use of business models to ascertain whether they can provide this desired advantage in the 3D printing user market. Practical implications The paper provides strategic insights and practical thinking that have influenced some of the world’s leading organizations. Originality/value The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.



2019 ◽  
Vol 23 (4) ◽  
pp. 672-684 ◽  
Author(s):  
Hilda Näslund ◽  
Stefan Sjöström ◽  
Urban Markström






2017 ◽  
Vol 28 (1) ◽  
pp. 75-94 ◽  
Author(s):  
Patrick Holzmann ◽  
Robert J. Breitenecker ◽  
Aqeel A. Soomro ◽  
Erich J. Schwarz

Purpose 3D printing possesses certain characteristics that are beneficial for user entrepreneurship. The purpose of this paper is to investigate the business models of user entrepreneurs in the 3D printing industry. In addition, various business opportunities in 3D printing open to user entrepreneurs are classified according to their attractiveness. Design/methodology/approach The authors review the literatures on user entrepreneurship and on business models. Data from eight user entrepreneurs in Europe and North America are analyzed, applying qualitative content analysis. Multiple correspondence analysis is used to analyze their respective business models. Findings User entrepreneurs in the 3D printing utilize a number of different business models, which show similarities in particular business model components. User entrepreneurs focus primarily on the combination of low opportunity exploitation cost and a large number of potential customers. Research limitations/implications Online business seems to be beneficial for user entrepreneurship in 3D printing. Policy makers can foster user entrepreneurship by expanding entrepreneurship education and lowering administrative barriers of business foundation. The results of this study are based on a small European and North American sample. Thus, they might not be applicable to other markets. Originality/value This is the first study of user entrepreneur business models in 3D printing and, thus, contributes to the literature on business models and on user entrepreneurship. In view of the novelty of the field, the business models identified in the study could serve as blueprints for prospective user entrepreneurs in 3D printing.





2020 ◽  
Vol 27 (4) ◽  
pp. 681-701
Author(s):  
Barbara Del Bosco ◽  
Roberto Chierici ◽  
Alice Mazzucchelli

PurposeThis paper investigates the user entrepreneurship process in the video game industry, and how this process is influenced by the interactions between user entrepreneurs and communities.Design/methodology/approachThe paper presents an exploratory multiple case study on 17 firms founded in the video game industry by Italian users.FindingsThe findings show that in most of the cases analysed, innovation by users precedes identification of the entrepreneurial opportunity. This research identifies three categories of communities that provide different forms of support to user entrepreneurs: communities of (1) gamers/users, (2) developers/innovators and (3) entrepreneurs. Given the different role played, the three categories of communities have a different relevance during the various phases of the innovation and entrepreneurial path: communities of gamers/users and of developers/innovators affect innovation development and opportunity identification, while communities of entrepreneurs help users to evolve from opportunity recognition to the start-up of a firm.Originality/valueThis study investigates the video game industry, a context in which user entrepreneurship is under-researched and that is characterized by the intangible nature of the products (while previous studies have mainly focused on physical goods). It contributes to extant literature by revealing that, at the beginning of the end-user entrepreneurial process, there may be not only unmet needs but also “excitement-driven” innovations. Moreover, by analysing the whole entrepreneurial path, the study shows how three categories of communities (gamers/users, developers/innovators and entrepreneurs) provide different forms of support to user entrepreneurs in the different phases of the entrepreneurial process.



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