With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers’ active engagement and interaction. Thus, this study considers consumers’ participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms’ intangible assets and consumers’ competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.
기업의 사회가치 창출에 대한 논의는 기업의 존재 이유와 사회적 역할, 활동에 대해 새로운 관점을 제시하면서 사적이윤 추구 조직에서 사회문제 해결 조직으로서의 기업의 역할 전환을 강조하고 있다. 그러나 기업의 사회문제 해결 활동이 제품·서비스 생산·공급 측면에 초점이 맞추어져 시민·당사자는 이 과정에서 여전히 수동적 존재로 간주되고 있다. 이 연구에서는 시민·당사자를 수혜의 대상이나 단순 서비스 사용자·소비자로 파악하는 틀을 넘어 사회문제 해결을 위한 제품·서비스·시스템을 '공동창조'하는 파트너로 파악한다. 이러한 관점을 구체화하기 위해 시민·당사자와 함께 사회적 도전과제 대응 기업사회혁신을 수행하는 사례를 분석하고 그 기업들의 특성을 정리하였다. 분석결과 ①이들은 시스템 전환을 지향하는 기업 비전과 활동의 방향성을 제시하고 있으며, ②전환적 관점을 가지고 새로운 시스템 구현을 위한 실험을 하고 있다. ③실험은 지역현장을 기반으로 시민·당사자와의 공동창조 활동이 수행되는 리빙랩 방식으로 진행되는데, 이 과정에서 혁신팀을 만들어 새로운 사업과 프로그램을 함께 추진할 이해관계자 네트워크를 형성하고 있다. 또 ④여러 주체들이 참여하는 공동창조 활동을 활성화하기 위해 디지털 플랫폼을 구축·활용하고 있다.
인터넷 시대를 맞아 온라인 콘텐츠 플랫폼은 텔레비전 미디어 시대의 송년 매체 의식을 변화시켰고, 기수 매체의 변화 중의 의식 활동을 분석 하여 새로운 환경을 제공하였다. 따라서 본 연구에서는 온라인 콘텐츠 플랫폼에서 개최하는 송년회를 분석 대상으로 선정하여 온라인 커뮤니티 의 의식 활동을 연구하였다. 이론적인 측면으로 본 연구는 매체 의식의 이론적 관점에서 참여형 문화 이론과 결합하여 커뮤니티의 매체 의식 실 천을 분석하고, 참여형 매체 의식을 사용하여 온라인 콘텐츠 플랫폼에서 커뮤니티의 역할에 응한다. 본 연구는 콘텐츠의 협력 공동창작 및 커뮤 니티 사용자 참여 등 두 가지 관점에서 온라인 커뮤니티의 송년 행사와 다른 미디어 플랫폼이 창출하고 주도하는 송년 행사의 차이점을 분석한 다. 본 연구의 핵심 목적은 온라인 콘텐츠 플랫폼의 송년 활동의 혁신을 분석하고, 온라인 커뮤니티가 매체 의식 활동을 만들고 기획하는 방법을 더 잘 이해하고, 대중문화와 커뮤니티 사용자가 콘텐츠 공동창출을 통해 커뮤니티의 단결을 만들고 커뮤니티의 응집 효과를 강화하며 상호 작용 에 참여하여 의식 상호 작용을 촉진할 수 있는 아이디어를 제공하는 것 이다. 본 연구에서는 콘텐츠 창작 과정에서 온라인 콘텐츠 플랫폼에서 커뮤니티 네트워크의 주도적 위치를 지적했다. 따라서 콘텐츠 서사 단계 에서는 시청자에게 주의를 기울이고 매체 전반에 걸쳐 참여감을 부여하 고 플랫폼은 미디어 의식의 장이자 중개자가 된다.
This study investigates the effect of co-creation on psychological well-being and future co-creation intention on social media. Data were collected from the United Kingdom, Canada and Australia. Although the results suggest that the effects of co-creation on users may differ depending on context, they generally show that co-creation experience has a positive relationship with co-creation behavior, and that risk assessment moderates this relationship. Co-creation experience also has a positive relationship with psychological well-being, and co-creation behavior mediates this relationship. The results also confirm that co-creation behavior has a positive relationship with future co-creation intention, and co-creation behavior mediates the relationship between co-creation experience and future co-creation intention.
The interest in the study of organizations’ ambidexterity (i.e., the capacity of combining organizational explorative and exploitative capabilities) entails expectations associated to its conceptual value and practical implications related to high-performing companies and long-term survival. In parallel, it is relevant to understand organizational ambidexterity under the marketing lenses, in particular, looking at the notion of co-creation and service-dominant logic. This study addresses the effects of organizational ambidexterity on organizational co-creation and evaluates whether these dynamics are different in SMEs and Large companies. We further assess how they contribute to the enhancement of firms’ performance. To the endeavor, we develop and empirically test a conceptual model.
NFTs are touted as revolutionary to market and monetize digital assets. However, critics have questioned NFT value, labeling it as fraudulent. Despite mixed reviews, various firms are leveraging NFTs as a value proposition for customers. In this study, using service-dominant (S-D) logic, we explore how NFTs can help firms in value co-creation and service exchange. We propose and test a conceptual framework using a multi-method approach -1) we investigate NFTs popularity using historical news articles spanning ten years, 2) we use a case study to examine business NFT use in value co-creation and service exchange, subsequently, proposing a conceptual framework illustrating such value exchange, 3) we test our conceptual framework by analyzing data from multiple sources, including surveys, online forums, social media, and transactions. Results from our study, provide business valuable insight into using NFTs as value co-creation and service exchange tool.
With the rise of social media platforms, influencer marketing has become an essential tool for marketers to promote their products and services. Value co-creation behavior of influencers involves collaborating with their followers and brands to create content that provides value to their audience. This approach can help to build stronger relationships with followers and drive engagement and sales for the brands they work with.
Integrating both the Computers-Are-Social-Actors Theory and Social Exchange Theory, this study investigates human-robot interactions in a frontline service setting. Data was collected via an intercept survey of 282 Gen Z visitors at a polytechnic library in Singapore. The data was analyzed using structural equation modelling with partial least squares. The results demonstrate the significant positive effects of robot anthropomorphism attributes, namely perceived warmth, perceived coolness, appearance, social capability, and personalized service on perceived trust as well as the significant positive effects of perceived coolness and social capability on positive emotion. Both trust and emotion affected consumer co-creation while only emotion impacted consumer wellbeing. The results add to the service robot literature and offer practical guidance for service managers to leverage trust in designing and personalizing inclusive service experiences for successful human-robot interactions.
An important segment, tourism e-commerce live streaming (TEcLS) has emerged as a new marketing channel actively embraced by destination marketing organizations (DMO) and tourist firms due to the COVID-19 pandemic. China, Japan, Australia, and many other nations have been selling such tourism products on various platforms. Live e-commerce generates a real-time interactive virtual environment that can be called a livescape. However, many tourism destinations or companies are unaware of the marketing science implications of live streaming and are unsure of their effectiveness or the intricacies of marketing live streaming. Previous research has explored the factors influencing consumer purchase behavior from the product, technology, and live-streamer perspectives, arguing that the advantages of breaking through time and space constraints, strong interactivity, the experience of reality, technological ease of use and usefulness, and celebrity aura encourage online purchases. However, limited investigation has been carried out on the impact of customers’ value-co-creation in livescape when watching tourism live streaming on their purchase intentions considering the key role of engagement. This calls for specific investigation of the phenomenon to facilitate live streaming design and tourism marketing. This study aims to explores the factors influencing consumer purchase intentions in the livescape based on a value co-creation research framework. Compared to traditional e-commerce, livescapes provides the “many-to-many” social presence and an immersive value co-creation platform. Thus, we focus on why and how social presence inspires customer engagement, ultimately leading to purchase intentions. This study finds that, as a crucial marketing tool, the social presence of tourism livescapes can promotes customer engagement, which in turn results in intentions to purchase tourism live-streaming products. Additionally, the mediating role of inspiration (inspired-by and inspired-to) between social presence and customer engagement is examined to reveal the influence mechanism in the tourism context. Finally, this study examines how to create an effective tourism livescape to enhance tourists social presence experience and inspire their engagement, which in turn increases their purchase intention.
Customer value co-creation behavior (CVCB) has been regarded as a strong predictor of firm performance in many industries for decades. CVCB—the customer’s direct and indirect contribution of resources to enhance the offering of the focal agent/object—is ubiquitous in service industries. Recently, customer engagement has been identified as a determinant of the value realized by customers and businesses. Customer psychological engagement (CPEngagement) is a multidimensional customer-firm relationship marked by customer satisfaction and emotional connectedness to the firm. Although there is concurrence that customer engagement and CVCB are linked, scholars diverge as to the precise nature of the relationship. Marketing and hospitality literature have not yet developed an integrated model of customer engagement with the digital and physical components of hospitality services. Given the increasing managerial interest in digital customer engagement and value co-creation behaviors, it is essential to enhance our understanding of the interplay between these concepts and their implications for both consumers and businesses. This research investigates the relationship between CPEngagement and value co-creation in the digital and physical aspects of hospitality services.
Despite a surging amount of research on value co-creation in the social media context, research on how value co-creation and value co-destruction coexist from a system perspective remains scarce. This conceptual research aims to understand how social media allows for value to be co-created and/or co-destroyed in interconnected social networks. The study takes a first step toward integrating the two value processes in the social media context and opens up new research possibilities. By looking at value co-creation, we differentiate between values that are created from both firm and customer sides and show the value can be destructed if without cautions. From a managerial standpoint, the proposed framework could facilitate managers to build a more holistic view of creating social media value through collaboration with their social media users.
This research analyzes how higher education fosters collaboration in the curriculum by investigating the case of project-based learning programs and its ability to teach collaborative capabilities. 30 semi-structured interviews are conducted (students, supervisors, alumni) to gain an understanding of the experience of project work and how it impacts collaborative capabilities.