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At the Early Stage of the Ideation Process: Measurement, Antecedents and Outcomes of Individual Exploratory Behaviours 在构思过程的早期阶段:个体探索行为的测量、前因和结果
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-04-22 DOI: 10.1111/caim.12663
Laura Cortellazzo, Sara Bonesso, Joan Manuel Batista-Foguet, Fabrizio Gerli

The exploration of opportunities is a major precondition for idea generation. Despite its relevance, theoretical approaches to innovation have paid scant attention to its conceptualization, measurement, antecedents and outcomes. To fill this void, this paper adopts a behavioural approach to delve into the micro-foundations of this early stage of the innovation process by introducing and operationalizing the construct of individual exploratory behaviours (IEBs), which are the actions undertaken by individuals to boost idea generation through opportunity search. After reviewing earlier research on the exploratory stage of the ideation process, we propose and validate IEBs as an original multidimensional construct encompassing three behavioural components (questioning the status quo, sensing the environment and experimenting). Results from structural equation modelling corroborate IEBs' positive relationship with idea generation and radical innovation as outcomes and with risk-taking and self-confidence as antecedents. Our research adds to the literature by focusing the attention on the critical role of the beginning of the innovation process and analysing its different components according to a behavioural perspective, which is an aspect that has been neglected in favour of its cognitive/psychological dimension. In so doing, this research provides a formalization of the unstructured process of opportunity exploration and preliminary evidence of the relationship between IEBs and organizational innovative performance. The findings offer insights for both educational and organizational settings that can adopt IEBs in their assessment and development processes to boost individuals' ability to promote innovation at the organizational level.

探索机会是产生想法的主要前提。尽管其相关性,理论方法的创新很少关注其概念化,测量,前因和结果。为了填补这一空白,本文采用行为学方法,通过引入和操作个体探索行为(IEBs)的结构,深入研究创新过程早期阶段的微观基础,这是个体通过机会搜索促进创意产生的行动。在回顾了早期关于构思过程探索阶段的研究后,我们提出并验证了IEBs是一个包含三个行为成分(质疑现状、感知环境和实验)的原始多维结构。结构方程模型的结果证实了IEBs与创意产生和激进创新之间的正相关关系,以及与冒险和自信之间的正相关关系。我们的研究通过将注意力集中在创新过程开始的关键作用上,并根据行为角度分析其不同组成部分,从而增加了文献,这是一个被忽视的方面,有利于其认知/心理维度。在此过程中,本研究为机会探索的非结构化过程提供了形式化,并为IEBs与组织创新绩效之间的关系提供了初步证据。研究结果为教育和组织机构提供了见解,这些机构可以在评估和开发过程中采用IEBs,以提高个人在组织层面上促进创新的能力。
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引用次数: 0
Navigating the Paradox of Originality and Usefulness: The Roles of Distinct Error Climates in Fostering Team Radical Creativity 探索原创性和实用性的悖论:不同错误气候在培养团队激进创造力中的作用
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-03-19 DOI: 10.1111/caim.12661
Zizhen Geng, Mengmeng Xiao, Haizhen Wang, Jinjie Xue, Yanfen Wang

Team radical creativity inherently involves a paradox between high originality and usefulness. Yet, few studies shed light on an effective strategy for navigating the originality-usefulness paradox of team radical creativity. Drawing on the Motivated Information Processing in Groups Model, this study investigates how and when distinct error climates work together to reconcile this paradox and stimulate team radical creativity. We conducted a field study in high-technology companies, including electronic communications, bio-pharmaceutical technology, advanced manufacturing and automation, and aerospace technology industries. We collected data from 125 research and development (R&D) teams involving 686 employees. Our results show that (1) error management climate exerts a positive influence while error aversion climate exerts an inverted U-shaped influence on team radical creativity through motivating or demotivating team information exchange and (2) task reflexivity moderates the indirect positive influences of error management climate and low to moderate levels of error aversion climate on team radical creativity through team information exchange. We conclude that the combination of a high level of error management climate and a moderate level of error aversion climate is conducive to reconciling the paradox of originality and usefulness and fostering team radical creativity.

团队激进的创造力本质上涉及高度原创性和实用性之间的矛盾。然而,很少有研究揭示了一种有效的策略,可以引导团队激进创造力的原创性-实用性悖论。本研究利用群体中的动机信息处理模型,探讨了不同的错误气候如何以及何时共同作用以调和这一悖论并激发团队激进的创造力。对电子通信、生物医药技术、先进制造与自动化、航天技术等高新技术企业进行实地调研。我们从涉及686名员工的125个研发团队收集了数据。研究结果表明:(1)错误管理氛围和错误厌恶氛围通过激励或抑制团队信息交流对团队激进创造力产生正向影响,而错误厌恶氛围通过倒u型影响;(2)任务反身性通过团队信息交流调节错误管理氛围和中低水平的错误厌恶氛围对团队激进创造力的间接正向影响。我们的结论是,高水平的错误管理氛围和中等水平的错误厌恶氛围的结合有助于调和原创性和有用性的悖论,并培养团队激进的创造力。
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引用次数: 0
When Does Team Identification Pertain to Creative Problem-Solving Process? 团队认同何时适用于创造性问题解决过程?
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-03-18 DOI: 10.1111/caim.12660
Satoru Goto, Hikaru Makino, Takuo Ando, Kazaru Yaegashi

Previous studies on the link between organisational identification and creativity have reported contradictory results, that is, both positive and negative effects. This may be because existing research has focused on mediating and moderating variables as antecedents of creativity, thus ignoring differences in capability in the creative problem-solving process. This study challenges this contradiction by exploring when organisational identification at a team level pertains to creative problem-solving process. Referring to the creative problem-solving process represented by design thinking, we propose a model with problem-finding and problem-solving capabilities as dependent variables, including the moderating effect of team reflexivity. Based on survey data from 350 Japanese employees, this study finds that team identification positively associates with the problem-finding capability when team reflexivity is high and is independent of team reflexivity in problem-solving capability. This study argues that there are different antecedents influencing problem-finding and problem-solving capabilities in creative problem-solving. Furthermore, it was empirically suggested that finding problems about what one should do in the context of social dynamics is more closely related to one's identity than resolving problems for technologies and solutions.

先前关于组织认同和创造力之间关系的研究报告了相互矛盾的结果,即既有积极的影响,也有消极的影响。这可能是因为现有的研究集中在中介和调节变量作为创造力的先决条件,从而忽略了在创造性解决问题的过程中能力的差异。本研究通过探索团队层面的组织认同何时适用于创造性解决问题的过程,挑战了这一矛盾。参考以设计思维为代表的创造性问题解决过程,我们提出了一个以发现问题和解决问题能力为因变量的模型,其中包括团队反身性的调节作用。基于对350名日本员工的调查数据,本研究发现,当团队反身性高时,团队认同与问题发现能力呈正相关,而在解决问题能力方面,团队认同与团队反身性无关。本研究认为,在创造性问题解决中,有不同的前因影响问题发现能力和问题解决能力。此外,经验表明,在社会动态的背景下发现一个人应该做什么的问题比解决技术和解决方案的问题与一个人的身份更密切相关。
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引用次数: 0
How Creative Entrepreneurs Balance Art and Business Before and During a Disruptive Environmental Event: Approaches of Creators and Creative Sustainers 创意企业家如何在破坏性环境事件之前和期间平衡艺术和商业:创造者和创意维护者的方法
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-03-10 DOI: 10.1111/caim.12659
Heidi Angell, Susanne Boch Waldorff, Trude Høgvold Olsen

This paper examines how creative entrepreneurs manage the interplay of art and business before and during a disruptive environmental event. While numerous studies have explored the financial impact of the COVID-19 pandemic on the creative industries, our research provides a fresh perspective on how the pandemic influenced creative entrepreneurs' practices. We present our empirical findings from a study that involved 20 semistructured interviews with creative entrepreneurs in the Norwegian Arctic, conducted twice, that is, before and during the COVID-19 pandemic. Our findings show that the creative entrepreneurs initially balanced the aesthetic and market logics similarly. However, when COVID-19 struck, the creators and creative sustainers rebalanced the logics of aesthetics and the market in distinct ways. These findings contribute to the literature on creative entrepreneurship in different ways: First, we refine the concept of creative entrepreneurs by noting that creators and creative sustainers, due to their distinct institutional contexts, interpret societal disruptions differently. Second, we expand on the skills needed in creative entrepreneurship, explaining how the actors quickly adjust and rebalance institutional logics during an environmental disruption. The study provides practitioners with a clearer framework for navigating disruptions, emphasising the importance of adaptability in business strategies and the need to uphold artistic integrity while also addressing market demands.

本文探讨了创意企业家如何在破坏性环境事件之前和期间管理艺术和商业的相互作用。虽然许多研究都探讨了COVID-19大流行对创意产业的财务影响,但我们的研究为大流行如何影响创意企业家的实践提供了一个新的视角。我们介绍了一项研究的实证结果,该研究涉及对挪威北极地区的创意企业家进行的20次半结构化访谈,分别在2019冠状病毒病大流行之前和期间进行了两次。我们的研究结果表明,创意企业家最初的审美和市场逻辑的平衡是相似的。但是,当新冠疫情爆发时,创造者和创意维持者以不同的方式重新平衡了美学和市场的逻辑。这些发现以不同的方式对创造性创业的文献做出了贡献:首先,我们通过注意到创造者和创造性维护者由于其不同的制度背景,对社会破坏的解释不同,从而完善了创造性企业家的概念。其次,我们扩展了创造性创业所需的技能,解释了参与者如何在环境破坏期间快速调整和重新平衡制度逻辑。该研究为从业者提供了一个更清晰的框架,以应对干扰,强调适应性在商业战略中的重要性,以及在满足市场需求的同时维护艺术完整性的必要性。
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引用次数: 0
Profiting From Frugal Innovation: A Strategy-Tripod-View and Evidence From China 从节约型创新中获利:战略三脚架视角及来自中国的证据
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-03-02 DOI: 10.1111/caim.12656
Tanveer Ahmed Mangi, Zelong Wei, Linqian Zhang, Yongchuan Bao, Wali Muhammad Khoso

Despite increasing attention to frugal innovation in resource-constrained environments, we still know little about profiting from frugal innovation. Based on the strategy—tripod—perspective, we investigated the impact of frugal innovation on firm growth performance. We explored how its role varies with market environment (market heterogeneity), institutional environment (knowledge leakage risk), and firm resources (complementary servitization offerings). Together, these elements determine how frugal innovation drives company growth. We examined our hypotheses with survey data from 334 firms in China with a pyramid-shaped income hierarchy. With regression analysis, we found that frugal innovation has a positive effect on firm growth performance. Furthermore, market heterogeneity weakens while servitization strengthens this effect. However, the moderating role of knowledge leakage risk is insignificant. Our findings underscore the strategic value of frugal innovation and indicate that its efficacy may vary with market dynamics and servitization offerings.

尽管人们越来越关注资源受限环境下的节约型创新,但我们对如何从节约型创新中获利知之甚少。本文基于战略三脚架视角,研究了节约型创新对企业成长绩效的影响。我们探讨了其作用如何随市场环境(市场异质性)、制度环境(知识泄漏风险)和企业资源(互补性服务化产品)的变化而变化。这些因素共同决定了节俭创新如何推动公司增长。我们用来自中国334家收入呈金字塔状的公司的调查数据来检验我们的假设。通过回归分析,我们发现节俭型创新对企业成长绩效有正向影响。市场异质性减弱,服务化强化了这种效应。而知识泄漏风险的调节作用不显著。我们的研究结果强调了节约型创新的战略价值,并表明其有效性可能随着市场动态和服务化产品而变化。
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引用次数: 0
Friends in Pixels as Motivation to Contribute to Community Innovation Initiatives 像素中的朋友是为社区创新活动做出贡献的动力
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-24 DOI: 10.1111/caim.12658
Ana Orelj, Magnus Thor Torfason, Marcel L. A. M. Bogers, Björn Remneland Wikhamn

Gamification and video games share more than just a name; they both rely on psychological foundations to create engaging challenges that interest and motivate their users. Consequently, there are still numerous opportunities for cross-pollination in design, management, treatment of users and so forth. Video games that achieve long-term success rely on game structures that support community building, but within gamification, this aspect has been less emphasized. This paper draws on a case study of the company CCP Games and the community surrounding their game, EVE Online. By utilizing grounded theory, we examined the evolution of gamers' contributions and motivations. This analysis led to a conceptual model that reveals the stages of a player's development within both the game and its community. Unique insights into the community were gathered from semistructured interviews with lead users, supported by secondary data. This paper contributes to community innovation, gaming and gamification literatures by highlighting how approaches to motivation within innovative gaming communities can be beneficial for gamification. It also has practical implications, as a better understanding of community members and their needs can lead to improved innovation and co-creation processes in gaming and non-gaming contexts.

游戏化和电子游戏的共同点不仅仅是一个名字;它们都依赖于心理学基础来创造吸引人的挑战,从而激发用户的兴趣。因此,在设计、管理、用户处理等方面,仍然有许多交叉授粉的机会。获得长期成功的电子游戏依赖于支持社区建设的游戏结构,但在游戏化中,这一点却没有得到重视。本文以CCP Games公司及其游戏《EVE Online》社区为例进行分析。通过运用基础理论,我们研究了玩家贡献和动机的演变。这种分析产生了一个概念模型,揭示了玩家在游戏及其社区中的发展阶段。在辅助数据的支持下,通过对主要用户的半结构化访谈收集了对社区的独特见解。本文通过强调创新游戏社区中的动机方法如何有利于游戏化,为社区创新、游戏和游戏化文献做出了贡献。它还具有实际意义,因为更好地了解社区成员及其需求可以改善游戏和非游戏环境中的创新和共同创造过程。
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引用次数: 0
Unbundling Hackathon Orchestration Mechanisms: Relational Brokering, Contextual Configuring, and Legitimacy Building 拆分黑客马拉松编配机制:关系代理、上下文配置和合法性构建
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-20 DOI: 10.1111/caim.12657
Christina Haefliger, Paavo Ritala, Henri Hakala

This study explores the orchestration of hackathons targeting the creation of new ideas and innovation. We employed a qualitative case study approach with data collected from hackathon organizers, partners, and solvers at multiple events organized by Ultrahack, a Finnish hackathon organizer. We initially conceptualized hackathon orchestration as a form of coordination that requires brokering in social networks. Building on this background, we empirically identify three types of orchestration mechanisms: orchestration as relational brokering, orchestration as contextual configuring, and orchestration as legitimacy building. We analyse how these mechanisms contribute to the benefits perceived by hackathon solvers and partners. Our study contributes to the academic discourse on orchestration mechanisms in hackathons and offers insights for practitioners managing hackathons and innovation contests, especially from the point of view of third-party orchestrators.

本研究探讨了以创造新想法和创新为目标的黑客马拉松的编排。我们采用定性案例研究方法,从黑客马拉松组织者、合作伙伴和解决者那里收集数据,这些数据来自芬兰黑客马拉松组织者Ultrahack组织的多个活动。我们最初将黑客马拉松编排概念化为一种需要在社交网络中进行代理的协调形式。在此背景下,我们根据经验确定了三种类型的编排机制:作为关系代理的编排,作为上下文配置的编排,以及作为合法性构建的编排。我们分析了这些机制如何为黑客马拉松解决者和合作伙伴所感知的利益做出贡献。我们的研究为黑客松的编排机制的学术论述做出了贡献,并为管理黑客松和创新竞赛的从业者提供了见解,特别是从第三方编排者的角度。
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引用次数: 0
Plagiarism—Not in Creativity and Innovation Management 剽窃——不在创造力和创新管理中
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-17 DOI: 10.1111/caim.12654
Harry Boer, René Chester Goduscheit, Tim Schweisfurth

All journals receive manuscripts that include too much text that has been plagiarized, that is, been stolen from, the work of others. Like most journals, we, as the editors of Creativity and Innovation Management, do not accept plagiarism. Full stop. However, what is plagiarism? And how big is the problem for Creativity and Innovation Management? When do we think authors are overstepping the line? What should authors do to prevent plagiarism and what do we, as editors and reviewers, do to prevent it? And how do we act when we find authors overstepping the line?

所有期刊收到的手稿都包含了太多被剽窃的文本,也就是说,从别人的作品中偷来的。像大多数期刊一样,我们作为《创意与创新管理》的编辑,不接受抄袭。句号。然而,什么是抄袭?创造力和创新管理的问题有多大?什么时候我们认为作者越界了?作者应该做些什么来防止抄袭?作为编辑和审稿人,我们应该做些什么来防止抄袭?当我们发现作者越界时,我们该如何应对?
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引用次数: 0
Certification, Maintenance and Decertification of Standardised Innovation Management Systems: Motivations, Barriers and Benefits 标准化创新管理体系的认证、维护和取消认证:动机、障碍和利益
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-02-12 DOI: 10.1111/caim.12655
Liana Mendes de Saboya, Carlos J. F. Cândido, Marisa Isabel Silva Cesário

The role of standardised innovation management systems (SIMS) in fostering organisational innovation has been largely overlooked in the literature. This study addresses this gap by investigating the certification, maintenance and decertification of SIMS. Using a descriptive and inductive methodology, the research analyses primary data from 94 Portuguese organisations with certified SIMS. The findings reveal a strong prevalence of internal motivations for certification, low implementation obstacles and significant benefits, suggesting that these firms have successfully internalised the SIMS standard into their innovation management processes. Maintenance motivations are also strong, particularly internal ones, which align well with the critical success factors for sustaining certification. The benefits of maintaining SIMS are substantial, particularly internal benefits, as initial external motivations for certification often evolve into internal maintenance motivations. Decertification motivations and propensity are weak among the sample firms. Expectations of negative performance impacts following potential decertification are also low, likely because these organisations have effectively internalised the SIMS standard. This study is the first to explore the maintenance and decertification of SIMS, providing evidence that SIMS can deliver substantial benefits, be efficiently maintained and continuously enhance innovation and competitiveness. As a result, most organisations exhibit little interest in decertification. The findings offer significant contributions to research and provide actionable insights for practitioners, suggesting that innovation management systems can indeed be standardised with considerable benefits.

标准化创新管理系统(SIMS)在促进组织创新中的作用在很大程度上被文献所忽视。本研究通过调查SIMS的认证、维护和取消认证来解决这一差距。使用描述性和归纳方法,该研究分析了来自94个葡萄牙认证的SIMS组织的主要数据。研究结果显示,认证的内部动机非常普遍,实施障碍低,收益显著,这表明这些公司已经成功地将SIMS标准内部化到他们的创新管理流程中。维护动机也很强大,特别是内部动机,这与维持认证的关键成功因素很好地结合在一起。维护SIMS的好处是巨大的,特别是内部的好处,因为最初的外部认证动机经常演变成内部维护动机。在样本企业中,撤销认证的动机和倾向较弱。在潜在的取消认证之后,对负面绩效影响的预期也很低,可能是因为这些组织已经有效地内化了SIMS标准。本研究首次探讨了SIMS的维护和取消认证,提供了证据,证明SIMS可以提供实质性的效益,有效维护并不断增强创新和竞争力。因此,大多数组织对取消认证没什么兴趣。这些发现为研究提供了重要的贡献,并为从业者提供了可操作的见解,表明创新管理系统确实可以标准化,并带来相当大的好处。
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引用次数: 0
‘Press Start’ on Collaboration: Game-Based Practices for Fostering Innovative Collaboration in Online Contexts “按下开始”:基于游戏的实践,促进在线环境下的创新合作
IF 4.2 3区 管理学 Q2 MANAGEMENT Pub Date : 2025-01-26 DOI: 10.1111/caim.12651
Christopher M. Bernal, Tea Lempiälä

This study explores the potential of game-based practices in enhancing organizational innovation, particularly in the context of remote work. Specifically, we examine how collaborative practices within digital gaming environments can inform and enhance the creation of social capital in remote settings and further facilitate collaborative innovation processes. Existing research predominantly focuses on the use of game-based formats aimed at enhancing idea generation, crowdsourcing, and design processes. However, our research extends this by investigating the sustained application of game-based practices to foster deeper relationships and cultivate a culture of learning in remote work environments. We present insights from a qualitative study involving 28 interviews with technology professionals equipped with gaming backgrounds. Overall, our results reveal three sets of game-based practices that hold promise in supporting innovative collaboration in online settings: (1) Rich use of platforms and expressions to achieve interactional sensitivity, (2) Using games as boundary objects to enable idea flows and candid encounters and (3) Routinizing reflective practices and aligning motivations to cultivate learning cultures. Our study highlights the role of game-based practices in meeting the diverse interactional needs of online collaboration, reducing hierarchical barriers, enabling idea flows and cultivating a learning culture through collective accountability and feedback.

本研究探讨了基于游戏的实践在促进组织创新方面的潜力,特别是在远程工作的背景下。具体来说,我们研究了数字游戏环境中的协作实践如何为远程环境中的社会资本创造提供信息和促进,并进一步促进协作创新过程。现有的研究主要集中在使用基于游戏的形式,旨在加强创意产生、众包和设计过程。然而,我们的研究通过调查基于游戏的实践在远程工作环境中培养更深层次关系和培养学习文化的持续应用来扩展这一点。我们通过对28位具有游戏背景的技术专业人士的访谈进行了定性研究。总体而言,我们的研究结果揭示了三组基于游戏的实践,它们有望支持在线环境中的创新协作:(1)丰富地使用平台和表达来实现交互敏感性;(2)将游戏作为边界对象来实现思想流动和坦诚的接触;(3)将反思实践常规化并调整动机以培养学习文化。我们的研究强调了基于游戏的实践在满足在线协作的各种互动需求、减少等级障碍、促进思想流动和通过集体问责和反馈培养学习文化方面的作用。
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引用次数: 0
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Creativity and Innovation Management
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