期刊
RESEARCH POLICY
卷 50, 期 8, 页码 -出版社
ELSEVIER
DOI: 10.1016/j.respol.2020.104174
关键词
Team creativity; User innovation; Free innovation; Household sector; Knowledge diversity; Information processing
类别
资金
- DFG (German Research Foundation) under Germany's Excellence Strategy [EXC-2023, 390621612]
This study examines the differences between user and professional designer teams in translating knowledge diversity into creative outputs, finding that user teams are better at leveraging diverse knowledge for novel concepts and designs. User teams are more likely to create truly innovative game designs compared to professional teams, highlighting the effectiveness of user designers in conducting collective development work in the household sector.
This study adds to the literature on household sector (HHS) innovation by investigating how user and professional designer teams differ in their ability to translate knowledge diversity into collective creative output. We test our hypotheses on a unique data set of more than 5,000 board game design projects conducted by either teams of professional game designers or by hobbyist (user) designers. Our study lends support for the notion that knowledge diversity is a double-edged sword that has opposing effects on the two dimensions of team creativity, novelty and usefulness. We argue and find that teams composed of self-rewarded users in the household sector are better able than teams of professionals to translate the informational benefits of knowledge diversity into novel concepts and game designs. Finally, we find that user teams are in general more likely to create truly creative (i.e. novel and useful) game designs. This particular result emphasizes the relevance of research on HHS innovation and shows that user designers from the HHS are able to conduct collective development work more effectively than teams of professional designers.
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