Diplomarbeit, 2007
78 Seiten, Note: 1,3
1. Introduction
2. Background
2.1 Motivation
2.2 Internet Economy
2.2.1 Online Communities
2.2.2 Network Effects
2.2.3 Critical Mass
2.2.4 Lead User
2.3 Gaming Market
2.3.1 Historical Evolution
2.3.2 Gaming Communities
2.4 Design of an Online Gaming Community
3. Approach
3.1 Operationalization and Measurement Instruments
3.2 Online Survey
3.2.1 Survey Items and Inventory
3.2.2 Conceptual Design of the Online Questionnaire
3.2.3 Technical Implementation
4. Analysis
4.1 Online Questionnaire
4.2 Statistical Analysis
4.3 Results of the Lead User Influence
5. Discussion
5.1 Scientific Discussion about the Approach
5.2 Empirical Results and Implementation
5.3 Further Scientific Opportunities
6. Conclusion and Future Work
6.1 Conclusion
6.2 Outlook
7. Appendix
7.1 Abbreviations and Glossary
7.2 Figures and Tables
This thesis investigates the role of lead users in online communities, specifically within the gaming industry, to develop guidelines for creating successful, long-term sustainable online gaming communities. The research addresses the challenge of identifying user needs and maintaining high levels of engagement amidst a rapidly evolving digital market.
2.2.4 Lead User
One of the most important aspects in the network economy is the existence of lead users; the widely accepted definition of this term is introduced in Hippel (1986):
“1) Lead users face needs that will be general in a marketplace – but face them months or years before the bulk of that marketplace encounters them, and
2) Lead users are positioned to benefit significantly by obtaining a solution to those needs”, (Hippel, 1988, pp. 792-793)
The existence of these users fundamentally change the perception of innovations, even a completely new method (lead user integration) is introduced. The idea is to integrate motivated lead users into the development in order to use their individual needs to produce a solution for upcoming problems. Examples can be especially found in the sports section, since the professional athletes often have needs that the next generation of hobby athletes will also aim to have.
1. Introduction: Presents the rapid evolution of the Internet economy and defines the focus on lead user influence within gaming communities.
2. Background: Explores fundamental concepts such as the Internet economy, network effects, critical mass, and lead users in the context of the gaming market.
3. Approach: Details the research methodology, including the operationalization of goals and the conceptual and technical design of an online survey.
4. Analysis: Provides a statistical breakdown of survey results, focusing on participant demographics, gaming behavior, and lead user metrics.
5. Discussion: Critically evaluates the research findings, limitations, and offers managerial insights for implementing successful online gaming communities.
6. Conclusion and Future Work: Summarizes the key findings regarding hypotheses and suggests future research directions, such as prototype testing.
7. Appendix: Lists abbreviations, technical terms, and provides supplementary graphical illustrations of survey data.
Internet Economy, Online Communities, Gaming Market, Lead Users, Network Effects, Critical Mass, Professional Players, Pro-Gamer, Mean Opinion Score, MOS, User Motivation, Statistical Analysis, Game Mechanisms, Community Design, Online Survey.
The research examines the influence of lead users within online communities, using the computer gaming market as a specific example to understand how to build and maintain successful community platforms.
Key themes include the application of Internet economy principles, the significance of network effects, the identification of lead users, and the necessity of fostering long-term user motivation.
The primary goal is to empirically evaluate player needs and the influence of professional gamers to provide actionable guidelines for the successful design of a game-oriented online community.
The author utilizes a descriptive research approach, conducting a large-scale online survey with over 1,400 participants to gather data, which is then analyzed using statistical methods and Mean Opinion Scores (MOS).
The main part covers the theoretical background of network economies, the specific characteristics of the gaming industry, the operationalization of user motivation, and a detailed statistical analysis of collected survey data.
The work identifies social interaction and the ability to find and keep in touch with former game-mates as critical factors for maintaining community engagement beyond the lifecycle of a single game title.
Lead users are identified through a specific inventory of questions focused on their interest in game mechanisms, their serious gaming attitude, and their involvement in creating game improvements or add-ons.
Professional players act as opinion leaders and guides for casual players; their adoption of community features is essential to reaching the critical mass necessary for community sustainability.
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