Technovation 31 (2011) 296–308
Contents lists available at ScienceDirect
Technovation
journal homepage: www.elsevier.com/locate/technovation
Developmental approaches to B2B virtual communities
Matthew Tickle n, Dotun Adebanjo 1, Zenon Michaelides 2
Management School, University of Liverpool, Chatham Street, Liverpool L69 7ZH, United Kingdom
a r t i c l e i n f o
Keywords:
Virtual communities
Communities of practice
Open innovation
Web 2.0
Case studies
Cross case analysis
a b s t r a c t
This paper analyses the development approaches of four business-to-business (B2B) virtual communities (VCs) and compares them through use of a cross-case analysis. The study indicated that there is
no ‘‘one size fits all’’ method for developing VCs and that a structured, rigorous development
methodology based on academic research is required in order to successfully create and manage
VCs. It also found that the main challenge in creating successful VCs is not that of developing them, but
that of developing an engagement and contribution culture.
& 2011 Elsevier Ltd. All rights reserved.
1. Introduction
This paper analyses a number of developmental approaches to
business-to-business (B2B) virtual community (VC) development.
Consequently, it identifies and evaluates different methods of
development by studying four such VCs and comparing them
through use of a cross case analysis.
A VC is a community of people with a common interest but not
necessarily a common geographic location (Sands, 2003). In their
most basic form, VCs are websites that allow their users to
interact with each other using tools such as discussion forums,
weblogs (or ‘blogs’), real-time chat and trading areas. VCs effectively allow the exchange of vast amounts of information
between users scattered globally. Case et al. (2001) make the
distinction between a VC and a traditional community (i.e. a
location where people with similar interests can share experiences, ask questions and collaborate)—members of a given
profession can join a ‘physical’ community bringing with them a
large amount of critical information, knowledge and experience,
which they share only occasionally at events such as conferences.
VCs, on the other hand, overcome this minimal interaction by
connecting geographically disparate groups in real time, through
an online environment. This allows them to share knowledge and
information with speed, but with little expense. According to Wu
and Fang (2010), such interaction has been credited with the
ability to create value by activities such as idea generation
resulting from consumer interaction within VCs. Like traditional
communities, VCs also act as a repository of information for their
n
Corresponding author. Tel.: þ44 0151 795 3717; fax: þ 44 0151 795 3640.
E-mail addresses: M.Tickle@liverpool.ac.uk (M. Tickle),
D.Adebanjo@liverpool.ac.uk (D. Adebanjo),
Z.M.Michaelides@liverpool.ac.uk (Z. Michaelides).
1
Tel.: þ0151 795 3606.
2
Tel.: þ0151 795 3602.
0166-4972/$ - see front matter & 2011 Elsevier Ltd. All rights reserved.
doi:10.1016/j.technovation.2011.04.002
members, but they can store a much larger amount of important
data (Case et al., 2001). The data stored within the VC is also far
more accessible, with members using sophisticated search engines
to identify their exact topic of interest. Another advantage for VC
members is access to opinion leaders and industry experts with a
mouse click with whom they would otherwise never have contact.
Ardichvili et al. (2003) suggest that VCs are fast becoming the
tool of choice for knowledge management professionals in multinational corporations such as Hewlett Packard, British Petroleum,
Chevron, Ford, Xerox, Raytheon, IBM and Shell. Their study of VCs
within Caterpillar found that the company had more than 600
such VCs with more than 15,000 members worldwide.
Despite the proliferation of VCs in international business
organisations, there is still little known about factors that lead
to their success or failure. Little is also known about the vast
number of different methods of development available to community managers. A historical analysis of VCs was produced by
Kubicek and Wagner (2002) who provide an insight as to how
these networks evolved over time with varying technology infrastructures. Their analysis concluded that a standard design or
development methodology for VCs does not exist. Because of this,
Harrison and Zappen (2005) believe that each VC can be seen as
‘‘an experiment in accommodating the tensions between access
to hardware/software infrastructure, design of the particular
application or system, user needs, and the initiating and ongoing
resources that support these efforts’’. Wenger et al. (2005) state
that there is no ‘‘perfect’’ technology configuration for VCs,
believing that the choice of technology changes from community
to community over time, further complicating the situation.
This paper presents the findings of four case studies of VC
development and compares them through use of a cross case
analysis. The paper first introduces a literature review of VCs,
before detailing the study’s research questions and aim. The
methodology of the study, including summaries of the four case
studies, will then be introduced. Finally, results from the analysis
M. Tickle et al. / Technovation 31 (2011) 296–308
of the four case studies will be presented in the discussion and
analysis section, before the study conclusions are detailed.
2. Literature review
VCs are developed from the more established concept of
communities of practice (CoP). A CoP is a group of people that
share a passion for something they specialise in and who interact
on a regular basis in order to learn how to do it better (Wenger,
2004). CoPs improve the performance of their members, by
allowing them to share the experience or advice of other members (Wenger, 2004). The main driver behind CoPs is that people
learn more when they engage and share knowledge with others
than they do when attempting to learn alone (Campbell and Uys,
2007). With the proliferation of advances in technology, practitioners began examining the ability of ICT to enhance these offline
CoPs through use of VCs, and the number of VCs created to
support offline CoPs grew progressively.
Most VCs are self-organising, as they are made up of individuals who voluntarily choose to participate, with participation
being open to all members interested in the shared practice the
VC supports (Wasko and Faraj, 2005). Many VCs occur outside
organisations, although companies such as Proctor and Gamble,
Hewlett Packard, Sun, Ford, IBM and Shell have embraced the idea
on an organisational level (Williams and Cothrel, 2000; Michaelides
and Kehoe, 2007). Chiu et al. (2006) highlight the importance of VCs
in terms of knowledge management, stating that knowledge is a
valuable resource for competitive advantage due to it representing
intangible assets that are difficult to imitate. It is widely accepted
that most organisations do not have access to all the knowledge
they require and, as such, must rely on links to outside organisations
(and individuals) to acquire this knowledge. VCs offer one such way
to create these external links, as they support knowledge exchange
between geographically dispersed co-workers. VCs can therefore be
seen as a tool to support open innovation principles within an
organisation.
2.1. Open innovation
Open innovation is a relatively new concept that challenges
the way firms view their internal research and development
(R&D). According to Huizingh (2011) open innovation is not a
clear cut concept, as it manifests in different forms. In the early
twentieth century, internal R&D was seen as a strategic asset and
a barrier to entry in many industries, with research based
companies such as IBM, GE and AT&T conducting the mass of
the R&D, and earning the majority of the profits in the process
(Chesbrough, 2003a). Rivals needed to invest in their own R&D
labs and employ the most talented researchers and engineers in
order to outperform their competitors (van de Vrandea et al.,
2009). Once a stream of new, innovative ideas was created, these
firms had to defend their intellectual property (IP) against its use
by competitors (Dahlander and Gann, 2007), resulting in many
useful innovations being ‘left on the shelf’ if they could not be
used by the company to stop competitors gaining any sort of
advantage. This model has been coined the ‘closed innovation’
paradigm of the early 20th century.
Although this method of innovation had originally proved
successful, Chesbrough (2003b) notes that several factors occurring
in the latter years of the century began to undermine the closed
innovation paradigm. Firstly, highly skilled people who left a
company after many years of loyal service took a large amount of
their hard-earned knowledge with them to their new employer,
with the previous employer not receiving any sort of compensation
for the training. Secondly, private venture capital investments
297
became more popular, creating new, valuable firms that could
commercialise external research. As a result of these two factors,
people started to realise that there was a second, outside path to
market for many of the ideas that were currently left on the shelf at
these large R&D companies. The very ideas that the market leaders
discovered through their R&D processes were now being used
against them as these new firms competed for industry leadership.
Chesbrough (2003a) coins this paradigm shift as ‘open innovation’ and argues that ‘‘open innovation is a paradigm that assumes
that firms can and should use external ideas as well as internal
ideas, and internal and external paths to market, as firms look to
advance their technology’’.
Within the open innovation process, ideas can still originate from
inside the firm; however some of these ideas can seep out of the
firm at either the research stage or the development stage. When
these ideas leave the firm, a start-up company is formed, often
staffed with some of the company’s own personnel (Chesbrough,
2003b). Other leakage mechanisms include external licensing as
well as departing employees setting up their own start-up company.
The open innovation paradigm also allows for ideas to be generated
from outside the firm and then researched and developed within the
firm. The firm’s boundaries are therefore more porous as opposed to
the solid boundaries of closed innovation firms.
Innovation is becoming more global in nature, with an increased
global dispersion and firms can therefore not innovate in isolation
(Dahlander and Gann, 2007). It is well known that technology assists
in integrating internal and external inputs to innovation (Dodgson
et al., 2006). The proliferation of the Internet in particular has allowed
companies access to a vast amount of scientific and commercial
knowledge that was less available (both in terms of cost and time) as
recently as the early 1990s (Kafouros, 2006). Bjork and Magnusson
(2009) highlight the use of social networks and communities of
practice in generating and acquiring new knowledge as well as
increasing learning within the organisation. Furthermore, Kohler
et al. (2009) found that virtual interactions add value in different
stages of the ‘real-life’ innovation process and Mention (2011)
believes that this form of co-operation between parties increases
the likelihood that innovations will occur. All of these profess the
importance of VCs to empower the open innovation approach.
2.2. Participation in VCs
VCs are rather dissimilar to their social network counterparts
(such as MySpace, Facebook and Bebo) in that member participation in social networks is due to the increased social nature of
interactions, and as such members of these networks require little
motivation to participate (Adebanjo and Michaelides, 2010). In
contrast, members of VCs generally require a substantial increase
in stimulation in order to collaborate. This is generally due to a
number of barriers potential members need to overcome before
contributing to the community.
A major barrier for members is fear that their contribution is not
relevant or a feeling that they do not have the correct level of
expertise in order to post a relevant contribution (Williams and
Cothrel, 2000). Similar to reasons of non-contribution in face-to-face
communities, large egos within a VC can disrupt conversations, with
personal attacks on members’ contributions destroying participation
all together (Wasko and Faraj, 2000). This is supported by Ardichvili
et al. (2003) who found that many Caterpillar employees feared
possible criticism or ridicule should their contributions be viewed as
unimportant to the discussion. It was also discovered that new
employees felt intimidated about posting as they believed they have
not yet ‘‘earned the right’’ to post to a company-wide system.
The size of the VC can also become a barrier—a large number
of members leads to a large number of contributions, making it a
difficult and time consuming process to find information that is
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M. Tickle et al. / Technovation 31 (2011) 296–308
truly useful (Yeow et al., 2006). This ‘information overload’ effect
can actually deter members from using the VC as a problem solving
tool due to the perceived danger of receiving large numbers of
inappropriate replies to their questions.
VCs will also not be eligible for every business application. It is
unlikely, for example, that many people will want to regularly
visit a financial services VC. As is found in social networks, people
are generally interested in each other (in areas such as gossip,
news and sports), and not in the latest financial offerings or
payment plans (Barnatt, 1998). Many Caterpillar employees
mentioned that some process-oriented problems are very difficult
to duplicate, therefore a solution to such a problem being located
within a VC is highly unlikely (Ardichvili et al., 2003).
For members to contribute to a VC, they must feel that their
contribution is worth the effort and that some value from their
contribution will be received by themselves. Members may also
be more inclined to contribute if they feel that their participation
will enhance their personal reputation both within the VC and
also in their professional setting (Wasko and Faraj, 2005). These
findings indicate that personal benefit and reputation building
can be strong motivators for active participation. Osterloh and
Frey (2000) agree, suggesting that intrinsic motives are much
more powerful enablers of knowledge and information sharing as
compared to extrinsic stimuli (such as monetary or administrative). Muller-Seitz and Reger’s (2009) findings suggest that some
members contribute simply because it ‘feels good’ to help others
that have challenging problems, as solving problems is challenging and fun. They also suggest that giving back to the community
in return for help with specific problems as a motive for participation. A later study by Muller-Seitz and Reger (2010) found that both
intrinsic and extrinsic stimuli can be successful in encouraging
members to participate and that a lack of formal structures within
a VC can be detrimental to members’ motivation levels.
Trust is also an important factor in encouraging participation
within a VC—trust develops when a history of favourable past
interactions leads to expectations about positive future interactions. Increased trust in other members’ ability, benevolence and
integrity increases the level of participation within the community, thus supporting a strong sense of reciprocity and encouraging future contribution (Wasko and Faraj, 2000, 2005). Ardichvili
et al.’s (2003) study confirms this, with Caterpillar employees
stating that they are more likely to contribute to VCs once they
trust that the other members will not misuse the information
they posted. Employees also stated that they were more likely to
use the VCs as a source of new knowledge once they trust it to be
a reliable and objective source of information.
2.3. The role of technology
The potential for different levels of user participation is highly
dependent on the technological base of the VC. A community
implies an experience of togetherness that extends through time
and space, therefore recreating this behaviour of personal interaction through technology is vital for a VC to operate successfully
(Wenger et al., 2005; Muller-Seitz and Reger, 2009). Campbell and
Uys (2007) support this, believing that community members will
only accept the technology once it allows them to communicate
in a timely and efficient manner.
Every VC faces challenges in terms of its technology—inadequate
technologies increase the communication costs for members
thereby limiting community activities, and the plethora of technology options and the diversity of user skills in IT further complicates
this matter (Koh et al., 2007). Campbell and Uys (2007) found that
unfamiliarity of the technology was a major barrier for participation
within the VC. Technical impediments that frustrate members are
likely to lead to a reduction in return visits. However, they noted
that once members had overcome this technology barrier they
started to find it useful to their contributions (rather than an
inhibitor to communication). The authors continue by stating that
the more members use a given technology, the less concerned they
become with its limitations, and are prepared to ‘‘forgive and forget’’
after a period of successful use. The authors also believe that VC
technology is more readily accepted by community members once it
becomes a transparent means of communication (that is, once it
becomes an accepted form of communication that allows the
members to communicate in a timely and efficient manner).
Wenger et al. (2005) state that there is no ‘‘perfect’’ technology
configuration—it changes from community to community over
time. Although the technology is an important aspect of the
community, it is merely the enabler that facilitates the delivery of
value to end users (Hagel and Armstrong, 1997; Stuckey and Smith,
2004; Orlikowski, 1996) and it therefore needs to be selected for the
communities’ needs rather than for the features it offers.
It is important that technology is seen as an enabler of VCs rather
than the driver—many VC owners still believe that selecting a
suitable technology is all that is required to create a successful VC,
when this is, in fact, a sure-fire route failure (Preece, 2000).
According to Wenger et al. (2005), there are five technologies
that are most relevant to VCs. These are detailed in Table 1.
2.4. Summary
This literature review shows that VCs are an emerging and
popular research topic and that significant benefits can be achieved
from VC adoption, particularly in support of open innovation
principles. It can be seen, however, that there are a number of
different factors that affect the success of any VC, and that there are
as yet no definitive developmental approaches.
From the literature review, a number of research questions
were identified. These are as follows:
How has the rapid growth of VCs manifested in developmental
approaches?
What are the key factors that influence VCs and how do these
factors interplay to influence the development and success
of VCs?
Table 1
Technologies for VCs (adapted from Wenger et al., 2005).
Technology type
Usage
Synchronous
Allow members of a virtual community to
communicate and collaborate in ‘real-time’.
Examples include Instant messaging, video
conferencing and whiteboard applications.
Asynchronous
Allow members to communicate when there is a
time difference involved.
Examples include discussion boards and e-mail.
Publishing
Allow members to collaborate through
information exchange.
Examples include Blogs, RSS feeds, newsletters,
document repositories (including version control)
and calendars.
Transaction
Allow members to securely purchase goods and
services through the virtual community as well as
identifying the parties involved in the transaction.
Paypal is a good example.
Data collection and
interpretation software
Allow community organisers to analyse member
profiles and participation statistics, in order for
them to continually re-engineer the community
in order to meet the users’ needs.
M. Tickle et al. / Technovation 31 (2011) 296–308
3. Research aim and objectives
The overall aim of this study is to identify and analyse the
current developmental approaches to the implementation of VCs
in order to identify facilitators and obstacles to successful VC
development.
4. Methodology
The research methodology employed is case study based. Case
study research has been used previously in VC research
(Adamides and Karacapilidis, 2006; Adebanjo and Michaelides,
2010). Yin (2009) states that a case study attempts to ‘‘illuminate
a decision or set of decisions: why they were taken, how they were
implemented, and with what result’’. The case study approach
allows collaboration between the researcher and the case study
organisations, allowing identification of the current developmental approaches in their real-life context. Due to this, relevant
theory can be generated from the in-depth understanding following observation (Benbasat et al., 1987).
The case study research approach is applicable to this study as
it facilitates: (a) the study of process-related issues associated
with a specific phenomenon over time; (b) the understanding of a
specific phenomenon over time and (c) the use of a new
perspective that allows the achievement of a better understanding of a specific phenomenon (Lorenzo and Kawaleck, 2004).
A multiple case study design has been preferred to a single-case
design as multiple case studies can prove valuable in order to
illuminate contrasts and similarities between the cases (Hartley,
2004). Yin (2009) believes that the analytic benefits of having two or
more case studies can be substantial and, when given the choice,
multiple-case designs should be preferred over single-case designs.
Four case studies were identified, each one selected due to
their relevance to the research topic and the availability of the
individuals involved. Data collection took the form of participant
observation and qualitative research interviews. The permutation
of two case studies analysed using the complete participant
strategy and two using the interview technique offered a balance
to minimise bias following Hartley’s (2004) suggestion that
the combination of closeness and distance is essential to good
research.
299
(2008) believe that this approach is sometimes the only way to
gain the kind of insights sought.
Whilst working as a participant-as-observer, documentation such
as project plans, requirements and design documents and testing
plans was collected in order to record the main areas of interest.
Structured and semi-structured interviews with other employees
involved in the case study VCs were also used to obtain a more
objective view. Details of the interviews are summarised in Table 2.
The methodology used for these interviews was the same as that
used for the ‘interview’ case studies explained below. The results of
the interviews were triangulated with both the observations and
documentation to increase the validity of the findings.
4.2. Interview case studies
The data obtained from the first two case studies aided to clarify
both the data requirements and the specific interview questions for
the two interview case studies. The selection process for these two
case studies was based on their relevance as well as the availability
of the participants involved. The interview participants included six
managers that were directly involved in the development and
management processes of their VCs.
Kvale (2007) defines the qualitative research interview as: ‘‘an
interview, whose purpose is to gather descriptions of the lifeworld of the interviewee with respect to interpretation of the
meaning of the described phenomena’’. The use of interviews in
the research process is supported by Voss et al. (2002) who
believe that structured and semi-structured interviews are the
typical major data source for case study research. King (2004) and
Burgess (1984) both agree, believing that interviews provide an
opportunity for the researcher to uncover new dimensions of a
problem and thus obtain accurate accounts based on their
personal experience.
A number of in-depth face-to-face interviews were conducted
with the six managers, which were followed up with five
telephone interviews where additional information was required.
The data obtained was triangulated with documentation (such as
project proposals, project plans and various project reports)
obtained from the interviewees.
Details of the interviews are summarised in Table 3.
5. Case studies
4.1. Participant observation case studies
Taylor and Bogdan (1984: 15) describe participant observation
as involving ‘social interaction between the researcher and the
informants in the milieu of the latter’. The complete participation
method used for these case studies enables ‘private’ information
to be obtained that would normally not be available through use
of interviews or other research techniques. Easterby-Smith et al.
The four case studies involved in this study are summarised in
this section.
5.1. Case study 1
CS1 was funded by the European Commission. The overall
purpose of the CS1 community was to provide critical collaboration
Table 2
Interview summaries for participant observation case studies.
Case
study
No. of interviews
held
Interviewee role
Topics of discussion
1
1
Community Owner
1
1
Project Manager
Database
Administrator
General background information, overall strategy and goal, business model, alternative business models,
benefits to users
Development process, functionality offered, user types, lessons learned
Technology chosen, reasons for choice, alternatives researched, most used areas of community
2
1
1
Community Owner
Project Manager
Database
Administrator
2
General background information, overall strategy and goal, business model, benefits to users, lessons learned
Development process, functionality offered, user types, lessons learned
Technology chosen, reasons for choice, alternatives researched, most used areas of community
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M. Tickle et al. / Technovation 31 (2011) 296–308
Table 3
Interview summaries for interview case studies.
Case
study
No. of
interviews
held
Interviewee role
Topics of discussion
3
2
Community Manager
2
1
Project Manager
(community development)
Database Administrator
General background information, overall strategy and goal, business model, alternative business models,
benefits to users
Development process, key decisions in development process, functionality offered, user types and privileges,
governance strategy, lessons learned
Chosen technology, reasons for choice, alternatives researched, development process, functionality offered,
Web 2.0 principles, administrative duties, most used areas of community
3
Community Owner 1
2
Community Owner 2
(technical lead)
1
Developer
4
General background information, overall strategy and goal, business model, alternate business models,
Development process, key decisions in development process, benefits to users, lessons learned
Functionality offered, user types and privileges, governance strategy, lessons learned, chosen technology,
reasons for choice, alternatives researched, development process, functionality offered, Web 2.0 principles,
administrative duties, most used areas of community
Development method (in-house)
tools to bring together Public Research Organisations (PROs), Small
to Medium Enterprises (SMEs) and Investors (corporate and financial) across 11 European regions. This was achieved by bringing
members together via physical events across all 11 regions, creating
new business ventures between the parties involved.
The VC was developed ‘‘from scratch’’ using a .NET front end
and an Oracle 10g database. Although highly scalable and reliable,
this technology was not chosen to suit the community; rather it
was chosen because the developers were familiar with this
technology. The Project Manager highlighted:
interaction at events also helped to create trust among members,
which was beneficial as members were not sufficiently encouraged
to participate within the VC, so most of their collaborations occurred
at the events.
The VC consisted of a large quantity of ‘Community’ functionality
(i.e. tools that allowed members to collaborate online), including a
number of Web 2.0 tools such as blogs, discussion forums, document and image libraries, comments and shared bookmarks. Some
of the functionality was, however, seen as authoritarian and overly
complex, as was explained by the Database Administrator:
‘‘the .NET and Oracle combination is actually more suited for
enterprise business systems than online communities’’.
‘‘when you wanted to apply for an event, you had to be
approved by two separate people, one after the other. So you
might be approved one Administrator, and then rejected by
the other. It was very controlling and it just put people off
applying’’.
The development of the VC was outsourced to a Chinese
software development team and strong relationships were
formed between customer and supplier, which were very beneficial during the development process. Development was
conducted in four ‘phases’, each phase building on the previous
in terms of further functionality and improvements. The VC had a
large number of highly complex requirements, and cultural,
language and time differences between customer and supplier
were intensified by the use of online tools rather than face-to-face
communication:
‘‘requirements were ‘lost in translation’ and it wasn’t until you
received a delivery of the latest phase that you realised that it
was wrong’’ (Community Owner).
The design of the VC was completed without consultation of
the end users, resulting in their opinions and ideas never being
catered for and a large amount of the functionality offered was
unused by members:
‘‘there were sections of the site that users told us were simply
useless – there were sections that benefited us more than they
benefited members’’ (Community Owner).
The web design of Chinese websites is different from that of
European websites, and this confused a number of the European
members, as the Project Manager explains:
The Project Manager added that these processes also increased
the amount of effort required for those managing the events:
‘‘these events were quite popular, so you can imagine how
many applications these Administrators were having to process – it just added unnecessary workload’’.
The process was similar when users wanted to be upgraded to
a ‘Member User’ of the community, thus gaining access to
additional functionality and privileges.
This issue was further highlighted in the amount of data each
user was asked to complete about themselves, with the Project
Manager explaining:
‘‘Some forms took far too long to fill in – we’re talking about
5 to 10 minutes per form, and there were at least 3 forms each
user had to complete if they wanted to attend an event. We got
a lot of complaints about that’’.
The level of community management required was also underestimated, with members’ problems and queries not being
addressed in sufficient time, further frustrating members:
‘‘We just didn’t have enough people managing the community
– we were more interested in getting the next phase of
development up and running’’ (Project Manager).
‘‘the interface just felt ‘strange’ to some members – for
example, clicking a link on some pages would open the desired
page a new window, but with others, the new page opened in
the same window. Users became confused. Obviously, this is
the usual way of working for Chinese websites, but we just
weren’t used to it’’.
There was also a distinct lack of a business model, with several
ideas being identified but none making it through to fruition. As a
result of this and the previously identified factors, the VC was
closed down soon after its funding period expired:
CS1 had an existing user base, enabling a critical mass of
members to be attained instantly. The regular face-to-face
‘‘As soon as the funding ran out, the community effectively
ceased to exist’’ (Community Owner).
M. Tickle et al. / Technovation 31 (2011) 296–308
301
5.2. Case study 2
5.3. Case study 3
The VC in CS2 was designed for food and drink companies
within the North West of England. CS2 aimed to bring together
food industry employees and allow them to discuss topics,
exchange ideas and attend events together. It also provided
members with information such as market intelligence, food
research and analysis and food legislation.
The VC was similar to that of CS1 in that it was developed from
scratch using a .NET front end and an Oracle 10g database. The VC
was also developed by the same Chinese development team and
used the same phased development approach. Due to this, the
strong customer–supplier relationship continued and proved very
beneficial for CS2 and the majority of the cultural issues identified
in CS1 were eradicated:
CS3’s VC was created to develop more leaders and entrepreneurs in the North of England. The community was funded by a
number of funding bodies, and was billed as a ‘‘one stop shop’’ for
all leadership needs, collating and disseminating leadership best
practices and acting as a support tool for individuals and employers wishing to become better leaders.
The VC was developed using the proven community platform
BEA Aqualogic (now Oracle WebCentre Interaction) which utilises
a combination of Java and .NET with an SQL database. This
community platform was chosen from a large list of alternatives
as the significant amount of ‘out of the box’ Community Functionality available was seen to suit the community’s needs. This
out of the box functionality also made the VC look and feel like
other communities available at the time, helping to decrease the
learning curve for members and speed up user acceptance. The
selection of the technology was, however, limited by other means,
mainly the short development time given by the funding body, as
described by the Project Manager:
‘‘We made sure that we’d learned our lessons with this one –
we did the design of the system ourselves’’ (Project Manager).
However, due to the similarities in the development method,
CS2 did suffer similar problems to those of CS1. Again, the
technology was not chosen to suit the community and the phased
approach added to the slow and laborious turnaround of new
functionality, and although the design had been completed
in-house, end users were again omitted from the requirements
and design processes:
‘‘Looking back on it, the functionality offered to members was
what we thought they wanted – we never actually asked them
what they wanted. If we were doing this over again, that’s the
first thing I’d do’’ (Community Owner).
A large amount of Community Functionality was available,
allowing members to interact using a number of tools, and faceto-face interaction between members at events was successful in
encouraging business relationships between members. The major
problem was an unwillingness to share information between
members (mainly because the majority of members had limited
experience of using VCs) and as such these members were
distrustful of this new technology:
‘‘Looking back, I think the food industry just weren’t ready for
this new innovative technology’’ (Community Owner).
Due to the nature of the food industry, a large number of
members already knew one another before the introduction of the
VC and they much preferred collaborating face-to-face rather
than through an online community:
‘‘most of the users we spoke to mentioned that they did not
need the community to bring them together as they already
had their own ‘offline’ community for that. They basically told
us that they didn’t need the VC’’ (Community Owner).
This highlights Barnatt’s (1998) point that VCs will not be
eligible for every business application.
The business model for the VC also failed to attract sufficient
resources to make the community self-sustainable. Numerous
options were identified, and the Community Owners decided to
charge members to access the market intelligence. Around 100
licences for this information were purchased, however the takeup from members was very low: ‘‘I think we sold two licences in
total’’ (Project Manager). As a result, the Community Owner
admitted:
‘‘applying for additional funding to keep the community
running was the only real option, but we knew this would
be virtually impossible given the amount of money we’d been
given originally’’.
‘‘because the project was funded, if we wanted to buy something over a certain amount it had to go through a three month
tendering process. We obviously didn’t have three months, so
to get around this we had to go with a supplier that was on an
approved government list of providers. That dictated to a large
extent which piece of software we had to buy. We wouldn’t
have bought this software had that restriction not been there’’.
The configuration of the platform was outsourced to a UK
software development team. The software development team
worked onsite and the face-to-face interaction was extremely
beneficial—reducing confusion and removing the problem of
cultural issues.
‘‘If you have the time, I would recommend in-house over
outsourcing development. Our problem was we simply didn’t
have the time. But we did have a large sum of money available
for development, so outsourcing was a viable option in that
sense’’ (Project Manager).
Development took the form of an agile methodology whereby
changes to the VC were made as and when they were required.
This turned out to be very advantageous, as many of the requirements for the VC were constructed as the project progressed:
‘‘I think the agile methodology is very advantageous – you can
react in real time and it really helped us over the length of the
project’’ (Database Administrator).
The combination of utilising a proven platform and an agile
development approach together with good relationships with the
outsourcing supplier vastly reduced the development times and
functionality turnaround.
In terms of requirements gathering, the community managers
used market research to identify potential end users’ needs,
increasing the VC’s relevance to these end users. The content on
the community was updated regularly and the VC offered
Premium Content (Harvard Manage Mentor, 50 Lessons and Get
Abstract) at a fraction of the price available elsewhere. The VC
also employed a number of Moderators who actively searched out
leadership information in various sectors before sending it to the
community managers to post on the site. The community managers continually analysed the community’s offerings through a
regular review of functionality, thus enabling the VC to evolve
over time to suit its members’ ever changing needs.
The registration process was quick and easy, with users only
needing to enter their e-mail addresses, so encouraging many to
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register. However it also had a significant shortcoming—each
member had limited profile information stored about them, so
members could not validate other members’ identities, resulting
in a reduced level of trust within the VC. A member contributing
to the community is more likely to be accepted if they have an
identity—the more clearly that identity is defined, the more
readily their contributions will be valued. The opposite is also
true, with no identity reducing the level of trust—members
therefore very rarely contributed to the VC due to them not
trusting other members within the community. This limited
participation seriously threatened the success and sustainability
of the VC.
Although the business model involved charging a membership
fee to access various Premium Content at a far reduced rate than
it was available elsewhere, the take up was insufficient to keep
the community sustainable:
‘‘I think we sold about six memberships for the Premium
Content, and eventually we ditched this idea and started to
give this content away for free’’ (Project Manager).
5.4. Case study 4
CS4 was the most successful VC out of the four case studies.
This VC was designed as a ‘one stop shop’ for knowledge
transfer (KT) information and advice for KT professionals across
the UK and was self-funded by a social media company specialising in VC development. It is an online resource dedicated to
facilitating KT between universities, businesses, entrepreneurs,
investors, scientists and KT professionals by bringing them
together, allowing them to share best practices and experiences.
CS4 also promotes upcoming KT events to its members, allowing
them to meet regularly face-to-face.
‘‘There wasn’t an existing community for KT professionals out
there are the time, and there was always a need for bringing a
KT community together’’ (Community Owner 1).
Two large institutions specialising in KT were targeted, and
these two institutions now use it as their preferred VC, promoting
its use to their members. This enabled the VC to benefit from an
existing userbase as well as free marketing to potential members.
The VC was developed from a community platform that
allowed it to be created in less than one day via a ‘‘software as
a service’’ (SAS) model.
‘‘It’s a switch-on process – they set up a new version for us
after asking us what we wanted in terms of registration fields,
keywords etc. and they then made it available to us over the
Internet. All we had to do was configure it by adding our
colours and logos. It’s that simple’’ (Community Owner 2).
The platform is built from a .NET front end with an SQL
database. After a short period of time, the community managers
decided to purchase the code for the platform, allowing amendments to be made to the VC using their own in-house development team:
‘‘We wanted to own the code ourselves so we could take the
platform forward’’ (Community Owner 1).
All future amendments are made in-house using an agile
methodology: ‘‘Now, changes are made when we think they need
to be made’’ (Developer). The Community Owner also sets the
timescales of the development rather than a funding body (as this
VC is self-funded) and this allows the Community Owners to do
what they think is best for the VC and its members rather than
worrying about deliverables.
A number of other solutions were analysed before this particular platform was chosen, but the major advantage of this
platform was that it allowed a significant amount of functionality
to be available ‘instantly’, reducing development time: ‘‘The platform offered the core functionality that we wanted, in super fast
time’’ (Community Owner 2). Using this platform also allowed the
VC to benefit from a ‘proven’ best practice design, decreasing
users’ learning curve and increasing uptake:
‘‘You know that it works before you even get involved – these
platforms have been used extensively by hundreds of other
customers before us’’ (Community Owner 1).
Community spirit is an important factor of this VC, and
members are actively encouraged to get involved in all aspects
of its development:
‘‘The users come back quite regularly and ask for new
functionality or bits and pieces changing. We’re trying to
adopt the ‘open’ approach by involving as many people as
possible in the community’s activities’’.
In consequence, the community is continuously evolving to
suite members’ changing needs.
Another example of fostering community spirit is the fact that
the most pro-active members of the community are rewarded for
their efforts by being upgraded to Moderators, who encourage
other members to contribute to the VC, ensuring that the content
posted is updated on a regular basis and is relevant to the end
users. This also lowers the Community Owners’ workload, and
even encourages contributions from members:
‘‘this upgrading of members to Moderators has actually acted
as a motivation to participate in the VC – everyone wants to be
a Moderator now!’’ (Community Owner 2).
Although the VC itself does not produce revenues, it has
created an interesting business model—the Community Owners
now own the code for the community platform, they have begun
creating new VC’s ‘on the fly’ for future customers. Using the CS4
VC as a flagship, the business model therefore involves charging
new customers for their own communities:
‘‘The VC is hosted in the same place as 40 other communities,
most of which are paying us fees for hosting and change
requests’’ (Community Owner 1).
6. Results
Analysis of the four case studies identified four distinct dimensions that are crucial to the success of a VC—these are culture,
technology, resources and Community Functionality. The four
dimensions are analysed and discussed in this section.
6.1. Culture
The main aspects of the culture dimension are shown in
Table 4.
The findings indicate that success depends on the willingness
of members to share information. CS2 and CS3 show that low
willingness to share information results in very limited contribution rates from members. However, having a high willingness to
share information does not necessarily increase members’
contributions—although this was the case in CS4, CS1 had
members that were initially very willing to interact, but due to
various other factors (such as convoluted functionality) their
willingness diminished over time.
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Table 4
Aspects of culture dimension.
Area
CS1
CS2
Target audience size
Willingness of target audience to share information
with others
VC suitable for business application?
Existing user base?
Successful marketing strategy?
Buy-in from Community Owners?
Development strategy
Outsourced/in-house development
Large (worldwide)
High
Small (North West England) Small (North England) Large (worldwide)
Low
Low
High
Yes
Yes
Yes
No
Build from scratch
Outsourced (China)
No
No
No
No
Build from scratch
Outsourced (China)
Development approach
Regular review of functionality?
Members involved in functionality review?
Members’ return rate
Majority of content published by
Content publishing regularity
Members encouraged to participate in community?
Recognition for contributing to community?
Level of control community managers have over members
Detailed member profiles available to other members?
Face-to-face interaction between members?
Phased
No
No
Low
Community managers
Low
No
No
Large
Yes
Yes
Phased
No
No
Low
Community managers
Low
No
No
Small
Yes
Yes
As Barnatt (1998) highlighted, not all business applications are
suitable for VCs and CS2 is a perfect example of this. However,
just because a VC supports the business application does not
necessarily guarantee that the VC will be successful—CS1 had a
legitimate reason for using a VC, however it still had low return
and contribution rates and ultimately failed once its funding
period elapsed.
An existing userbase is also important—out of the four case
studies CS2 and CS3 had the smallest number of members, due to
the lack of an existing userbase. In comparison, CS4 had an
existing userbase which allowed it to quickly reach a critical
mass of members which were retained by giving them a voice.
The results show, however, that having an existing userbase is
one thing, but retaining these members is a different matter—CS1
had an existing userbase, but over time the numbers dwindled for
a number of reasons. It appears that an existing userbase is
important, but will not prove successful if members cannot be
retained.
A successful marketing strategy is an important factor in
attracting new members to the community. CS2 and CS3 had
unsuccessful marketing strategies and this added to their failure
in attracting new members to the community. CS4 successfully
used two large KT institutions to market their community for
them, providing a constant stream of new members that continues today. However, CS1 had a successful marketing strategy
that regularly brought in new members, but over time its
convoluted functionality earned it a bad reputation, reducing
the number of new members registering. Having a good marketing strategy is therefore good for enticing new members to
register, but without significant benefits, the VC will struggle to
retain these members.
The findings indicate that buy-in from Community Owners is
successful for success. CS1, CS2 and CS3 did not have buy-in and
the subsequent insufficient community management led to
unsustainable business models. CS4 did have buy-in from its
Community Owners and this has been a major part of its success
and one of the main reasons it is still in operation today.
The study has shown that building a community from scratch
is more difficult than using a community platform. Members saw
the design of CS1 and CS2 as convoluted and unfamiliar and this
resulted in low contribution and poor return rates. Members of
CS3 and CS4 on the other hand appreciated the familiar design
CS3
CS4
Yes
No
No
No
Use existing platform
Outsourced (England)
Yes
Yes
Yes
Yes
Use existing platform
Platform purchased, then
developed In-house
Agile
Agile
Yes
Yes
No
Yes
High
High
Community managers Members
Low
High
No
Yes
No
Yes
Small
Small
No
Yes
No
Yes
and functionality provided by the community platforms. Development time and functionality turnaround were also dramatically
reduced by using these community platforms.
The findings indicate that using an in-house development
team is more successful than outsourcing. CS4’s development
(since purchasing the code and developing in-house) is by far the
quickest and easiest of the four case studies, with minimal issues
during development. By contrast, the two case studies that were
outsourced to China (CS1 and CS2) suffered from a lack of control
and misinterpretation of requirements—functionality offered by
these communities was seen as convoluted and counter intuitive.
However, CS3 indicates that outsourcing can still be a viable
option—the community managers increased their control of the
development process by ensuring that the developers were onsite
during development.
The results suggest that an agile development approach is
more beneficial than a phased approach, as the agile approach
supports the ‘‘community evolution’’ principle, with regular
changes supporting the ever evolving needs of its members.
Members complained about issues in CS1’s design and
functionality—the owners attempted to fix these issues, however
because of its phased approach, by the time these issues had been
rectified, members had already stopped using the VC. In contrast
CS4 is still constantly adapting its offerings via functionality
reviews with its members and the speed at which members’
ideas can be realised has guaranteed its success.
Regular reviews of the VC’s functionality are vital—CS1 and
CS2 failed to do this, and members did not see any use for the
original functionality. CS3 and CS4 regularly reviewed their
functionalities, allowing it to evolve over time to suit their
members’ needs. Although CS3’s managers regularly reviewed
their functionality internally, they decided not to ask for input
from members. In contrast, CS4 did involve members’ opinions in
their reviews. This has allowed the community to acquire a large
number of loyal, pro-active members who return and contribute
on a regular basis, as the functionality on offer is both relevant
and useful to them.
The findings indicate that member-generated content results
in a more vibrant and successful community. Member-generated
content is more relevant to other members and increases interaction. CS1, CS2 and CS3 had minimal member-generated content
which lead to a stagnant community. CS4, however, had regular
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content published by members, leading to high return rates and
attracting new members.
Encouragement to contribute and recognition of participation
are critical in facilitating member-generated content—CS1, CS2
and CS3 did not encourage their members to participate, nor did
they recognise pro-active members’ contributions. In contrast,
CS4 encourages its members and recognises contributions by
upgrading pro-active members to Moderators.
The findings indicate that attempts to control members’
activity results in negativity—CS1’s members were frustrated by
the double approval process and because of this many failed to
return.
The study indicates that member profiles are instrumental in
encouraging interaction and trust-building between members.
The more clearly a member’s identity is defined, the more
regularly their contributions are valued and trusted, encouraging
future interaction. CS4 illustrates this with detailed member
profiles resulting in high interaction between members. In addition the community managers of CS4 link these profiles with the
minimal amount of abuse being found within the community,
with members wanting to maintain their professional reputations
within the VC.
Finally, the findings suggest that face-to-face meetings are
important in the development of trust within VCs and should be
encouraged. Members are more likely to help each other if there
is a chance they will meet each other in the future. CS3 did not
promote any such meetings, resulting in members developing
‘lurker’ behaviour, taking the information available and not
reciprocating. The lack of face-to-face meetings also resulted in
low trust levels, further compounding this lack of contribution.
CS4 on the other hand supported regular face-to-face meetings
between members and as such trust levels within the community
are high, resulting in members frequently replying to each others’
requests for help.
6.2. Technology
The main aspects of the technology dimension are shown in
Table 5.
The results suggest that using build from scratch technologies
is more difficult than using a platform technology, highlighted by
CS1 and CS2—although these enterprise business system (EBS)
technologies allowed for any functionality to be available, as well
as excelling in terms of security and reliability, the design of this
functionality was convoluted and unfamiliar. The majority of the
functionality available was also not relevant to members due to
end users not being consulted in the design process. The platform
technologies used in CS3 and CS4, however, were more successful,
due to the familiar ‘‘out of the box’’ functionality they offered.
These platforms also enabled a quicker, more cost-effective
development process.
The findings indicate that VCs that utilise technologies based
on the community’s needs are more successful in fulfilling users’
requirements. Members of CS3 and CS4 found the functionality
familiar, relevant and useful to them and they saw a benefit to
contributing. The case studies that did not select the technologies
based on the community’s needs (CS1 and CS2) were less
successful—their functionality was unfamiliar, and irrelevant to
members’ needs contributing to members’ increased reluctance to
participate in the VC. It is obviously very important, therefore, to
search for the most suited technology for the community. A
thorough analysis of the various options available enabled the
community managers of CS3 and CS4 to find the most suitable
and cost effective technology. On the opposing end, CS1 and CS2
missed out on these opportunities, instead using a technology and
functionality that they were familiar with, a technology which
was not beneficial to the VC.
The findings suggest that a re-usable solution does not have
any effect on the community itself. However, the re-usability of
the CS4 VC created the only sustainable business model out of all
four case studies, whereby new VCs could be created that on the
fly for new customers with minimum effort. The CS4 business
model is successfully being used to date, with 40 other communities utilising this community platform.
The complexity of requirements also affects the success of the
VC, with highly complex requirements severely reduced the user
retention and contribution rates. CS1’s members in particular
were frustrated by the amount of time required to learn and use
the convoluted functionalities effectively. The complexity also
increased development times, further frustrating members with
slow functionality turnaround. CS3 benefitted from a much lower
requirements complexity, with members being able to access the
information they required quickly and easily. In particular,
members who have limited experience of using VCs will find it
difficult to participate in the community should it feel unfamiliar
to them—this is highlighted in CS2, where even though the
complexity of the requirements was low, members were still
unwilling to contribute. However, it is still possible to encourage
these less experienced members to contribute—CS4’s combination of low requirements complexity and the utilisation of
familiar functionality proves this. In all three case studies where
requirements complexity was low, development times were also
severely reduced.
The findings indicate that having more Web 2.0 functionality
does not necessarily increase member participation—CS4 utilised
Table 5
Aspects of the technology dimension.
Area/case study
CS1
Dot Net with Oracle 10g
(build from scratch)
Main application of chosen technology Enterprise business systems
CS3
CS4
Dot Net with Oracle 10g
(build from scratch)
Enterprise business systems
Dot Net with SQL
(community platform)
Virtual communities
Yes
No
No
Dot Net and Java with SQL
(community platform)
Enterprise portals/virtual
communities
Yes
No
Any
No
Any
Yes
Community Functionality
Yes
Community Functionality
No
High
Large
Infrequent
No
Low
Medium
Infrequent
No
Low
Small
Infrequent
Yes
Low
Large
Frequent
Chosen technology
Technology chosen to suit needs of
community?
Other technology options considered?
Main functionality provided by chosen
technology
Can the solution be re-used?
Requirements complexity
Amount of Web 2.0 functionality
Frequency of which Web
2.0 functionality used by members
CS2
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a large amount of Web 2.0 tools that were used by members on a
regular basis, despite the relatively low IT-saviness of its members. This could be due to collaboration being a vital aspect of
knowledge transfer, therefore increasing members’ likelihood to
exchange information with each other. On the other hand, CS1
also utilised a large number of Web 2.0 tools, but these were used
infrequently at best, mainly due to its counter-intuitive design.
The design of these Web 2.0 functionalities is therefore an
important factor, with the results showing an increased difficulty
in designing and building relevant Web 2.0 functionality from
scratch as opposed to using a community platform.
6.3. Resources
The main aspects of the resources dimension are shown in
Table 6.
The findings indicate that unnecessary expenditure was made
in all three of these case studies financed by grant funding.
Communities financed by grant funding also find it more difficult
to become self-sustainable after the funding period, with all three
grant funded communities failing once the grant funding ran out.
CS4, on the other hand, remains in operation to date. The findings
also indicate that the community manager’s commitment to the
community is higher should the community be financed using
their own capital—CS4 was financed this way, and benefitted
from increased levels of commitment as well as limited unnecessary expenditure.
The findings indicate that it is more beneficial to work to
realistic deadlines rather than to deadlines set by funding bodies.
CS1, CS2 and CS3 all suffered from rushed development times
where sacrifices were made in order to meet deadlines set by the
funding body. In some cases, functionality was added that simply
helped with the production of the deliverables. The Community
Owners of CS4 on the other hand worked to their own, more
realistic deadlines, resulting in less mistakes being made during
development. The functionality offered was also more relevant to
members.
For the community to remain self-sufficient, its business
model must be successful. As VCs are a relatively new area, very
few successful business models have been identified for them.
CS4 confirms this—it is the only VC that had a successful business
model and as a result is the lone VC still in operation today.
The findings suggest that large development teams are
required when the community is to be built from scratch. The
findings also suggest that larger development teams are required
for grant funded communities. Similar to this, the findings
suggest that the size of the community management team should
be in proportion to the amount of community management
required from them. CS1 and CS2 did not have sufficient support
for their members, and these VCs suffered as a result. CS3 and CS4
on the other hand had larger community management teams that
handled members’ queries and requests and listened to their
opinions, allowing these VCs to benefit from increased member
loyalty.
The findings suggest that Moderators are essential in encouraging participation between members. CS1 and CS2 did not utilise
Moderators which further exacerbated the small community
management team size issue. CS3 and CS4 utilised Moderators
and benefited from frequent content publishing as well as regular
member return rates. An interesting question is whether
Moderators should be paid for their work. CS4’s Moderators are
not paid, but they continue to moderate due to their interest and
commitment to the community, which is increased due to the
additional responsibility and respect they receive from the community managers. This is obviously the perfect situation, but
sometimes Moderators require extrinsic motivation in order to
contribute. CS3 highlights this, with Moderators being paid for
their contributions.
6.4. Community Functionality
The main aspects of the Community Functionality dimension
are shown in Table 7.
The findings suggest that successful VCs utilise functionality
that is both relevant and useful to members. CS1 and CS2
included functionality that members saw as convoluted and
unnecessary, resulting in them using the functionality infrequently. CS3 and CS4 made sure that their functionality offerings
Table 6
Aspects of the resources dimension.
Area/case study
CS1
CS2
CS3
CS4
Original funding method
Set deliverables and deadlines?
Development time determined by
Grant funding
Yes
Deadlines in
contract
None
No
Large/large
Small/large
Grant funding
Yes
Deadlines in
contract
Premium Content
fee
No
Large/large
Small/large
Grant funding
Yes
Deadlines in
contract
Premium Content
fee
No
Medium/medium
Medium/medium
Own capital
No
Community
managers
Software as a
service
Yes
Small/small
Medium/small
No
N/A
No
N/A
Yes
Yes
Yes
No
Business model
Successful business model?
Development team size/amount of development required
Community management team size/amount of community engagement
required by them
Moderators used?
Moderators paid?
Table 7
Aspects of the Community Functionality dimension.
Area
CS1
CS2
CS3
CS4
Functionality useful/relevant to members?
Amount of collaborative functionality
Frequency of members using collaborative functionality
‘Killer App’ relevant to and utilised by members?
Functionality ‘familiar’ to members?
Can community managers edit areas of the community ‘on the fly’?
No
Large
Infrequent
Yes (events)
No
No
No
Large
Infrequent
No (market intelligence)
No
No
Yes
Small
Infrequent
Yes (Premium Content)
Yes
Yes
Yes
Large
Very frequent
Yes (groups)
Yes
Yes
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were relevant and reviewed this functionality on a regular basis.
CS4’s community managers even used member input in this
process, further increasing the functionality’s relevance.
The findings indicate that the level of collaborative functionality affects the frequency with which members interact. CS4 had
a large amount of collaborative functionality and benefitted from
high contribution and return rates, whilst CS3 had a limited
amount of collaborative functionality available, resulting in infrequent interactions between members. The findings indicate,
however, that having a large amount of collaborative functionality alone is not sufficient in encouraging participation between
members. CS1 and CS2 utilised a large amount of collaborative
functionality; however this functionality was convoluted and
their members were not encouraged to use it, resulting in
minimal interaction between members.
The findings suggest that a relevant killer app is essential in
enticing potential members to register with the community. CS1,
CS3 and CS4 had large numbers of members registering simply to
use the killer app. CS2 on the other hand struggled to entice
potential members to register as they did not see the benefit or
relevance of the killer app on offer. The findings also indicate,
however, that a relevant killer app is not sufficient by itself to
create a successful community. CS1’s members, for example, used
the VC to apply for the events but did not use any of the
additional functionality, resulting in minimal interaction between
members. CS3’s members acted in a similar fashion, and could be
described as lurkers who exclusively accessed the Premium
Content but gave nothing back to the community in terms of
member-generated content.
The findings suggest that functionality familiarity is very
important, with familiar functionality being likely to increase
the member acceptance rate by decreasing members’ learning
curves. The functionality offered by CS1 and CS2 was seen to be
unfamiliar and convoluted, leaving members frustrated and
reluctant to return. CS3 and CS4’s functionality was much more
familiar (due to the use of prove platforms) and this allowed
members to perform their tasks quickly and effectively. In fact,
the familiarity of CS4 ensures that the majority of the content
published on CS4 is published by its members, rather than the
community managers or Moderators.
The findings suggest that allowing community managers to
edit areas of the community ‘‘on the fly’’ is very beneficial to the
success of the VC. CS1 and CS2 did not have this feature and as
such required each change (no matter how small) to be completed by the development team, frustrating members with
unnecessary delays. The community managers of CS3 and CS4
however were able to make minor amendments to their VCs as
and when they were required, allowing them to quickly and easily
tailor the community to suit the needs of their members.
7. Discussion and conclusions
The study has identified a number of findings that contradict
existing literature. These findings are shown in Table 8.
In addition, the study has identified four dimensions that are
central to the successful development of B2B VCs. These include
culture, technology, resources and Community Functionality and
are illustrated in Fig. 1.
In conclusion, the study’s findings indicate a number of interesting factors that play significant roles in the development of VCs.
Firstly, the results highlight that culture is the most important of
the four dimensions identified. The correct culture encourages
Fig. 1. Development cloud for a B2B VC.
Table 8
Comparison of the findings of previous studies against the findings of this study.
Findings of previous studies
Findings of this study
Wasko and Faraj (2000) and Ardichvili et al. (2003) suggest that VCs increase the
‘information overload’ effect, whereby members are put off contributing to the
community for fear of receiving too many replies to their queries, as well as the
amount of time they will have to take in order to validate each of the replies.
The findings of this study contradict this belief, with CS4 showing a self-feeding
cycle of contributions which are followed by further contributions. In fact, CS4’s
members aim to obtain as much information as possible from other members, as
this is the whole concept of knowledge transfer. This suggests that the more
information posted on the VC the better. Most of CS4’s members do not have prior
experience of using VCs; therefore the information overload effect is a prevalent
factor in this VC, however the powerful search tools available to members allow
them to find the exact information they are looking for with relative ease. If
community managers were to attempt to limit the information overload effect, it
is likely that the VC would resemble something similar to that of CS1, where
limited information is posted on the VC and benefits for all members are lost.
Ardichvili et al. (2003) indicated that members of a VC are likely to be put off
contributing to a VC for fear of criticism from other members.
Although this fear may be present among members, CS4 has shown that such
criticism is actually rather rare in these professional VCs, as Community Owner
1 explains: ‘‘I’m actually surprised at how little abuse there is. I think it’s down to
fact that it is a professional site rather than a social siteymaybe people feel a bit
more responsible for things they post here as opposed to what they would post in
Facebook or MySpace’’.
Campbell and Uys (2007) believe that any relationships that are established prior to The findings of this research suggest otherwise—CS4’s members use the VC to
identify other members that have similar interests and then add them to their
the VC emerging can ‘‘hinder the free flowing sharing of ideas and knowledge
‘‘contacts list’’.
necessary in a flourishing community’’. They believe this hindrance can lead to a
difficulty in new members joining and contributing to the community, and that
members will only participate in groups which include members they already know.
M. Tickle et al. / Technovation 31 (2011) 296–308
member contributions and return visits which are required to
achieve a critical mass of members and therefore creating a
flourishing community that is of use to its members. The correct
culture also decreases development times and functionality turnarounds. The findings also suggest that the choice of technology is
also an important factor, whereby successful VCs utilise community
platforms rather than building from scratch. With regard to
resources, we have seen that grant funded communities are susceptible to waste and that a sufficiently sized development and
management teams are required. Business models are another
interesting aspect, with very few being available at the present time
due to the innovative nature of VCs. Finally, we have seen that
functionality that is both useful and familiar to members is
imperative to the success of the VC.
As mentioned previously, a structured, rigorous development
methodology based on academic research is required in order
to successfully create and manage VCs. It is apparent that there
is no ‘‘one size fits all’’ method for developing VCs and therefore the
possibility of a roadmap of decisions would be an interesting place to start. Future research into this area would be of interest.
Industry practitioners wishing to create and manage their own
VCs should take heed that this task is not an easy responsibility. In
fact, one of the study findings is that the main challenge in creating
successful VCs is not that of developing them, but that of increasing
member participation and return visits. It is therefore essential that
industry practitioners remove the many obstacles and barriers
associated with member contribution. They must also avoid
‘micro-managing’ the community, as VCs do not respond well to
being managed in this way, with excessive rules and regulations
turning members away (Muller-Seitz and Reger, 2009).
This study also has implications for future research. The study
has shown that culture is the most important dimension of
the development of a B2B VC, and it is therefore important to
carry out research to investigate the way in which culture is
created. In addition, future research can investigate the relationship between the four dimensions of B2B VC development identified in this study.
Finally, it is important to highlight the limitations of the study.
Of the four case studies selected, only a selection of participants
were interviewed. Future analysis into a larger number of
successful VCs would lead to a more beneficial insight into success
strategies and methods of overcoming the obstacles highlighted in
this analysis. Although this study identifies that a structured,
rigorous development method based on academic research is
required in order to create and maintain successful VCs, such a
development method is not presented here. This will be the subject
of future research by the authors.
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