This is the accepted version of the paper.This version of the publication may differ from the final published version. Permanent repository link ABSTRACTWe inductively develop a model of the commercialization process for new products or services user entrepreneurs undertake when entering an industry while drawing on proprietary technology developed in another industry. Extending the growing field of user entrepreneurship, we identify a two-phase approach to industry entry by user entrepreneurs who start "under the radar" of incumbent firms, gain experience, attract a first potential customer base, and then, in a second phase, engage in commercialization. During this process, a community of fellow users is of major importance for the entrepreneur, serving as a knowledge pool for skills development and experimentation with different commercialization paths. We study a nascent group of firms founded by users of video games who became entrepreneurs on entering the animation industry by producing Machinima, a new film genre characterized by shooting film in video games. We explain how user entrepreneurs gain access to complementary assets (video games) for their new use (shooting film), how they deal with intellectual property issues when using other firms' assets, and how user entrepreneurs combine domain knowledge about film production with their experience in video games and the art of Machinima. Our propositions hold implications for management and policy.
Virtual communities that make use of social network site features blend known applications of virtual communities. These communities can be simultaneously social and commercial, organization sponsored and heavily relying on member interaction. We explore modding behavior that allows members to evaluate other members' contributions both with numerical value and qualitative rating. We show that approximately half of all members received mods on their comments, that the majority of mods given were positive, and that the amount of mods received for a comment was related to the position of the comment in the community website's thread. Contributing to the emerging literature of social network sites and virtual communities, we discuss implications for theory, future research and management.
Homepage der Arachnologischen Gesellschaft (AraGes) e.V.Wie auf dem Treffen in Mainz 1998 angeregt. wurde eine Homepage fOr die Arachnologische Gesellschaft eingerichtet. Sie hat das Ziel, als Informationsund Werbeplattform fOr die Gesellschaft zu dienen. Neben Informationen zum Aufbau und den Zielen der Gesellschaft werden Treffen angekOndigt und Ober Projekte wie die Verbreitungskarten oder Checklisten informiert. Eine Oatenbank der Artikel, die in den Arachnologischen Mitteilungen erschienen sind, ermoglicht dank der Initiative von Frank Leppersogar eine Recherche nach Stichworten (Titel und/oder Autor).Ab sofort ist die Homepage unter derAdresse http://www.arages.de abrufbar. Die Seiten wurden intern bereits getestet und verbessert. Jedoch ist gerade eine Homepage ein Projekt, das standig im FluB ist und auch sein sollte. Jeder ist deshalb aufgerufen, Kommentare zu dieser ersten Fassung an Frank Lepper
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