Online communities as a source of innovation: A netnographic study on Crusader Kings 3

dc.contributor.authorWalther, Kevin
dc.date.accessioned2021-12-24T17:46:43Z
dc.date.available2021-12-24T17:46:43Z
dc.date.issued2022-01-04
dc.description.abstractVideo Game development is driven more and more by the input from player communities – both prior to release and post-release. This study focuses on a particular game community using a netnographic approach and applies the theoretical lens of free innovation. Data stems from analyzing 1,798 forum threads based on players’ ideas and suggestions, 9 interviews with active forum contributors and 2 community managers. NVivo software was used to code the suggestion threads into themes. Subsequently, the themes were analyzed based on the extent to which they were implemented into the game within the timeframe of the first four months post-release. This study thus sheds light on community management in the video games industry and players spending their free time on idea generation. Moreover, through thematic coding, the article offers a potential method on how to converge the vast amount of qualitative data stemming from player communities’ suggestions.
dc.format.extent10 pages
dc.identifier.doihttps://doi.org/10.24251/HICSS.2022.386
dc.identifier.isbn978-0-9981331-5-7
dc.identifier.urihttp://hdl.handle.net/10125/79720
dc.language.isoeng
dc.relation.ispartofProceedings of the 55th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectGames and Gaming
dc.subjectcommunity management
dc.subjectnetnography
dc.subjectonline forums
dc.subjectuser innovation
dc.titleOnline communities as a source of innovation: A netnographic study on Crusader Kings 3
dc.type.dcmitext

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