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Knowing Communities in the Front End of Innovation

机译:在创新前端了解社区

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Drawing on a case study at Ubisoft, a major creative firm in the videogame industry, this article shows how a firm can nurture and engage with its knowing communities to fuel the front end of innovation. Actions taken by management can catalyze four types of knowing community activities: unscripted internal activities, which are emergent, spontaneous activities internal to the firm whose content and output are not directed by management; unscripted external activities, which take place outside the firm's boundaries; scripted internal activities, which are knowledge creation activities within the firm that are prescribed by management; and scripted external activities, which occur outside the firm. The findings provide insight that can help managers better understand how to foster those activities in which knowing communities can engage in order to bolster creativity and innovation.
机译:本文以视频游戏行业主要创意公司Ubisoft的案例研究为基础,展示了一家公司如何培育并与知识社区互动,以推动创新的前端。管理层采取的行动可以促进四种已知的社区活动:未编写的内部活动,这些活动是突发的;内部的自发活动,其内容和产出均不受管理层指导;不受公司约束的外部活动;脚本化的内部活动,是管理层规定的公司内部的知识创造活动;以及脚本化的外部活动,这些活动发生在公司外部。调查结果提供了见解,可以帮助管理人员更好地理解如何促进认识社区可以参与的那些活动,以增强创造力和创新能力。

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