2016
DOI: 10.3166/rfg.2016.00008
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Gérer l’ouverture dans un business model multiface

Abstract: La révolution numérique est un levier pour la création de nouveaux business models ouverts sur internet. Toutefois, l’ouverture reste complexe à mettre en œuvre dans une architecture traditionnelle de business model car elle implique des risques et contraintes difficiles à gérer. Dans cette perspective, nous mobilisons la littérature sur les plateformes multifaces et deux études de cas dans le jeu vidéo en ligne pour proposer une architecture multiface, plus adaptée à la gestion de l’ouverture. En créant des f… Show more

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Cited by 17 publications
(2 citation statements)
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“…Secondly, in relation to the previous point, we conclude that multi-sided platforms are dual digital environments, both open and closed. Thus, multisided architecture is a way of managing the dilemma of openness versus closing within a digital platform by reflecting on the specificities of openness (nature and modes of openness) on each side (Parmentier, Gandia, 2016). Indeed, by considering the multi-sided dimension of a digital business, it becomes possible to organize openness according to the potential of each side, the skills that can be provided by the groups of actors present on each side and their propensity to engage in value-creating behaviours (Eiseinmann et al, 2009).…”
Section: Discussionmentioning
confidence: 99%
“…Secondly, in relation to the previous point, we conclude that multi-sided platforms are dual digital environments, both open and closed. Thus, multisided architecture is a way of managing the dilemma of openness versus closing within a digital platform by reflecting on the specificities of openness (nature and modes of openness) on each side (Parmentier, Gandia, 2016). Indeed, by considering the multi-sided dimension of a digital business, it becomes possible to organize openness according to the potential of each side, the skills that can be provided by the groups of actors present on each side and their propensity to engage in value-creating behaviours (Eiseinmann et al, 2009).…”
Section: Discussionmentioning
confidence: 99%
“…Third, communities internally are more easily identifiable and therefore manageable. For example, one must be a member of the association which has a FabLab to use the machines provided; in the video games sector, to contribute to product development, mainly through a digital platform, gamers belong to a specific community (see Parmentier, Gandia, 2016).…”
Section: From the Territory To Micro-locations: Collaboration In Identifiable Communitiesmentioning
confidence: 99%