user entrepreneurs
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2021 ◽  
Vol 13 (6) ◽  
pp. 3580
Author(s):  
Jana Möller ◽  
Steffen Herm

User entrepreneurs rely on regular consumers when starting their business, for example, when raising creative and financial support. This research examines regular consumers’ opinions with regard to the future business performance of green vs. non-green user entrepreneurs. We build on previous consumer behavior research on consumers’ performance perceptions. Specifically, consumers perceive products that use green, environmentally friendly technologies as having inferior performance compared to products that use traditional technologies. We investigate whether this so called “sustainability liability” effect can also be found in consumers’ perceptions of green user entrepreneurs’ performance. We ran an online scenario experiment with regular consumers who assessed the business performance of several (green vs. non-green) user entrepreneurs. Results reveal a “sustainability asset” effect for perceptions of green user entrepreneurs, such that consumers with strong environmental values perceived the business performance of green user entrepreneurs as superior compared to non-green user entrepreneurs. Consumers with weak environmental values perceived green and non-green entrepreneurs as equally performant. We discuss possible explanations of our findings. Furthermore, we propose potential consequences of our results both for consumers’ intentions to support user entrepreneurs as well as for user entrepreneurs’ motivation to engage in green innovations.


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

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.


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

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.


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