Reward-based crowdfunding has emerged in recent years as an interesting channel business that can leverage to obtain new financial resources outside the traditional ones. In this study, we explore how the creators of a reward-based crowdfunding campaign have engaged the crowd to create value and co-create knowledge to reduce both financial and market risks. Accordingly, we analyze the case study of the Kickstarter Campaign for Pathfinder Arena, a board game created by Giochi Uniti, an Italian Gaming Company. Through the lens of the social identity theory, we show that backers can generate the feedback processes needed to improve the product, when they want to belong in a community and when they want to interact with the creators. This research could have important implications for both researchers and future creators of reward-based crowdfunding projects, showing them the way to implement some instrument for involving the crowd to generate value.

How to Engage the Crowds to Create Value? Evidence from the Pathfinder Arena Case / Prisco, Anna; Muto, Valerio; Troise, Ciro; Tani, Mario. - In: SUSTAINABILITY. - ISSN 2071-1050. - 14:7(2022), p. 4342. [10.3390/su14074342]

How to Engage the Crowds to Create Value? Evidence from the Pathfinder Arena Case

Anna Prisco
Primo
;
Valerio Muto
Secondo
;
Mario Tani
Ultimo
2022

Abstract

Reward-based crowdfunding has emerged in recent years as an interesting channel business that can leverage to obtain new financial resources outside the traditional ones. In this study, we explore how the creators of a reward-based crowdfunding campaign have engaged the crowd to create value and co-create knowledge to reduce both financial and market risks. Accordingly, we analyze the case study of the Kickstarter Campaign for Pathfinder Arena, a board game created by Giochi Uniti, an Italian Gaming Company. Through the lens of the social identity theory, we show that backers can generate the feedback processes needed to improve the product, when they want to belong in a community and when they want to interact with the creators. This research could have important implications for both researchers and future creators of reward-based crowdfunding projects, showing them the way to implement some instrument for involving the crowd to generate value.
2022
How to Engage the Crowds to Create Value? Evidence from the Pathfinder Arena Case / Prisco, Anna; Muto, Valerio; Troise, Ciro; Tani, Mario. - In: SUSTAINABILITY. - ISSN 2071-1050. - 14:7(2022), p. 4342. [10.3390/su14074342]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11588/943245
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