计算机科学
业务
知识管理
公共关系
营销
过程管理
工作(物理)
心理学
人力资源管理
商务沟通
控制(管理)
组织行为学
互联网隐私
作者
Richard M. Allen,Robert P. Bremner,Rory McDonald
标识
DOI:10.5465/amj.2024.0178
摘要
Firms increasingly involve user communities in product development, and prior research documents many benefits in idea generation, knowledge sharing, and cost reduction. We theorize, however, that incorporating market feedback about products from these communities can harm products’ commercial performance. Because community feedback is volunteered by self-selected participants rather than sampled to represent the broader market, it may mislead firms when narrow community preferences diverge from mainstream demand. We predict that greater incorporation of community feedback will increase positive evaluations of a product within the community, but undermine its broader commercial success when there are strong user self-selection pressures (like for initially niche-targeted games). We test this theory in the personal-computer (PC) video-game industry using Steam Early Access, where developers integrate community feedback prior to release. Using a multimethod design that combines large-scale archival analyses with interviews of developers, executives, and community members, we find that feedback incorporation during Early Access improves post-launch commercial outcomes of games only when the Early Access community closely mirrors the distribution of users in the broader Steam market. However, in unrepresentative communities—even large ones—greater incorporation predicts lower post-launch revenues despite favorable community evaluations.
科研通智能强力驱动
Strongly Powered by AbleSci AI