Table 1. Summary of perceived novelty research across products, ideas, and industries.
Study | Product/Idea | Industry | Scope of Theorizing Perceived Novelty |
---|---|---|---|
Wells, Campbell, Valacich, & Featherman, 2010 [5] | Biometric hand-scanner | Information technology | General |
Davis, Hmieleski, Webb, & Coombs, 2017 [20] | Entrepreneurial funding pitches | Crowdfunding | General |
S. Lee, Ha, & Widdows, 2011 [21] | High-technology product | Technology | General |
Mugge & Dahl, 2013 [4] | Digital camera, washing machine, and hairdryer | Product design | General |
Moreau, Markman, & Lehmann, 2001 [22] | Camera | Camera | General |
Talukdar & Yu, 2021 [19] | Virtual reality | Virtual reality | General |
Weaver, Caldwell, & Sheafer, 2019 [23] | Alternate uses tests and engineering design ideation | Academic, Engineering | General |
Zhuang, Toms, & Demartini, 2018 [24] | Internet Browsing | User experience interface | General |
Chevalier & Mayzlin, 2006 [6] | Book | Publishing | General |
Chen & Xie, 2008 [25] | Movie | Film | General |
Nguyen & Hunter, 2021 [26] | Classroom redesign ideas | Education | General |
Note. For the scope of theorizing perceived novelty, we checked if each paper developed its theory either in a generally applicable way or specific to a certain product, idea, or industry. We found that all papers developed general theories of perceived novelty.