Show simple item record

dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorvan Vught, J.F.
dc.contributor.authorRamakers, C.M.J.
dc.date.accessioned2015-08-24T17:02:13Z
dc.date.available2015-08-24T17:02:13Z
dc.date.issued2015
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/21259
dc.description.abstractThe adoption of newly introduced innovations has been a frequently researched topic, approached from different academic angles. This research investigates to what extent the diffusion of innovations theory by Rogers (1963 [2003]) is a useful framework for studying the diffusion of innovations through crowdfunding websites. These websites allow innovation developers to present their product to potential customers and allow them to participate in the development process by donating money, which generates social engagement, even though there is only a prototype available. Rogers’ theory is based on the adoption of fully diffused innovations, whereas the case study for this thesis is Oculus Rift, a prototype seeking crowdfunding to reach commercial markets.To find to what extent the diffusion of crowdfunded prototypes and innovations differ from each other, the four elements known to influence diffusion, innovation, communication channels, social system and time form the theoretical framework and spine of thesis. These four elements are analysed by means of an approach that resembles a hermeneutical circle.
dc.description.sponsorshipUtrecht University
dc.format.extent650367
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleThe Diffusion of Crowdfunded Innovations - Research towards the adoption of Oculus Rift
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsdiffusion of innovations; crowdfunding; Oculus Rift; prototype
dc.subject.courseuuNieuwe media en digitale cultuur


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record