The Engagement Process During Value Co-Creation: Gamification in New Product-Development Platforms

ABSTRACT Academics and practitioners acknowledge the relevance of integrating customers in the development of new products and recommend the use of new technologies to this end. Although they play an important role, the development of online platforms is not sufficient for effective engagement of customers, and yet it is considered a key predictor of successful co-creation initiatives. Despite the large body of research regarding value co-creation, little is known about how to design interactive platforms to engage consumers. To address this gap, this research investigates the impact of two gamification mechanics: cooperation and competition. Based on an in-depth case study including longitudinal data and rich qualitative material, we highlight the existence of four users’ profiles and then assess their emotional, cognitive, and behavioral engagement with the gamified co-creation platform over time. We also emphasize the issues that may be induced through gamification.

[1]  C. Prahalad,et al.  Co-creation experiences: The next practice in value creation , 2004 .

[2]  J. Füller,et al.  Why Co‐Creation Experience Matters? Creative Experience and its Impact on the Quantity and Quality of Creative Contributions , 2011 .

[3]  Ananth Srinivasan,et al.  Connectivity in Service Systems , 2013 .

[4]  Soonkwan Hong,et al.  Invested loyalty: the impact of ubiquitous technology on the current loyalty paradigm and the potential revolution , 2011 .

[5]  A. Bullinger,et al.  Community-Based Innovation Contests: Where Competition Meets Cooperation , 2010 .

[6]  Juho Hamari,et al.  Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..

[7]  Linda L. Price,et al.  Why Consumers Engage in Virtual New Product Developments Initiated by Producers , 2015 .

[8]  Ruben Chumpitaz Cáceres,et al.  Not always co-creation: introducing interactional co-destruction of value in service-dominant logic , 2010 .

[9]  Daniel Nunan,et al.  Gamification and the online retail experience , 2014 .

[10]  Jim Bell,et al.  ‘New-wave’ global firms: Web 2.0 and SME internationalisation , 2010 .

[11]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[12]  S. Nambisan,et al.  Interactions in virtual customer environments: Implications for product support and customer relationship management , 2007 .

[13]  D. Paulhus,et al.  Agentic and Communal Values: Their Scope and Measurement , 2012, Journal of personality assessment.

[14]  Allan Afuah,et al.  Users as Innovators: A Review, Critique, and Future Research Directions , 2009 .

[15]  M. Hughes,et al.  Exploring consumers' motivations to engage in innovation through co-creation activities , 2014 .

[16]  K. Werbach,et al.  For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .

[17]  A. Kaplan,et al.  Users of the world, unite! The challenges and opportunities of Social Media , 2010 .

[18]  P. Atkinson,et al.  Making sense of qualitative data , 1996 .

[19]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[20]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[21]  Chuan-Hoo Tan,et al.  Helpfulness of Online Product Reviews as Seen by Consumers: Source and Content Features , 2013, Int. J. Electron. Commer..

[22]  R. Brodie,et al.  Customer Engagement , 2011 .

[23]  R. Morgan,et al.  Customer Engagement: Exploring Customer Relationships Beyond Purchase , 2012 .

[24]  D. Bakan The duality of human existence: Isolation and communion in Western man , 1966 .

[25]  S. Jansen,et al.  Gamification in Consumer Marketing - Future or Fallacy? , 2014 .

[26]  Amy L. Ostrom,et al.  Service Research Priorities in a Rapidly Changing Context , 2015 .

[27]  J. Sheth,et al.  Web-based marketing: The coming revolution in marketing thought and strategy , 2004 .

[28]  K. Locke,et al.  Agency and Communion in Naturalistic Social Comparison , 2000 .

[29]  Sheila Hsuan-Yu Hsu,et al.  Good Soldiers on the Web: Understanding the Drivers of Participation in Online Communities of Consumption , 2011, Int. J. Electron. Commer..

[30]  Éric Vernette,et al.  Co-creation with Consumers: Who has the Competence and Wants to Cooperate? , 2013 .

[31]  Susan Greener,et al.  Business Research Methods , 2008 .

[32]  Colin Camerer Behavioral Game Theory: Experiments in Strategic Interaction , 2003 .

[33]  Ying-Feng Kuo,et al.  Relationships among community interaction characteristics, perceived benefits, community commitment, and oppositional brand loyalty in online brand communities , 2013, Int. J. Inf. Manag..

[34]  J. Füller,et al.  Triggers for virtual customer integration in the development of medical equipment — From a manufacturer and a user's perspective , 2010 .

[35]  Christian Grönroos,et al.  Conceptualising value co-creation: A journey to the 1970s and back to the future , 2012 .

[36]  Dominique A. Greer Defective co-creation: Developing a typology of consumer dysfunction in professional services , 2015 .

[37]  E. Jaakkola,et al.  The Role of Customer Engagement Behavior in Value Co-Creation , 2014 .

[38]  Richard J. Varey,et al.  Relationship Marketing and the Challenge of Dialogical Interaction , 2006 .

[39]  Maurits Kaptein,et al.  The Danger of Engagement: Behavioral Observations of Online Community Activity and Service Spending in the Online Gaming Context , 2015, Int. J. Electron. Commer..

[40]  Lara Khansa,et al.  Creating a Taxonomy for Mobile Commerce Innovations Using Social Network and Cluster Analyses , 2012, Int. J. Electron. Commer..

[41]  Glenn Parry,et al.  Discretion and complexity in customer focused environments , 2012 .

[42]  Peter Brusilovsky,et al.  Encouraging user participation in a course recommender system: An impact on user behavior , 2011, Comput. Hum. Behav..

[43]  Katherine N. Lemon,et al.  Customer Engagement Behavior: Theoretical Foundations and Research Directions , 2010 .

[44]  Donald R. Cooper,et al.  Business Research Methods , 1980 .

[45]  P. Atkinson,et al.  Making Sense of Qualitative Data: Complementary Research Strategies , 1996 .

[46]  Steve Baron,et al.  Individual Customers? Use and Integration of Resources: Empirical Findings and Organizational Implications in the Context of Value Co-creation , 2011 .

[47]  Susanne Robra-Bissantz,et al.  Gamification of online idea competitions: insights from an explorative case , 2011, GI-Jahrestagung.

[48]  Edward E. Rigdon,et al.  Experiential value: Conceptualization, measurement and application in the catalog and Internet shopping environment. , 2001 .

[49]  M. Sawhney,et al.  Collaborating to create: The Internet as a platform for customer engagement in product innovation , 2005 .

[50]  Johann Füller,et al.  Avatar-based innovation: Using virtual worlds for real-world innovation , 2009 .

[51]  Lauren Drell Let the gamification begin. , 2014, Marketing health services.

[52]  L. Hollebeek Exploring customer brand engagement: definition and themes , 2011 .

[53]  Ralph Katz,et al.  Shifting Innovation to Users via Toolkits , 2002, Manag. Sci..

[54]  Stephen L. Vargo,et al.  Evolving to a New Dominant Logic for Marketing , 2004 .

[55]  Johann Füller,et al.  Avatar-Based Innovation: Consequences of the Virtual Co-Creation Experience , 2010, 2010 43rd Hawaii International Conference on System Sciences.

[56]  Robert Zubek,et al.  MDA : A Formal Approach to Game Design and Game Research , 2004 .

[57]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[58]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[59]  Norat Roig-Tierno,et al.  Co-creation in hotel–disable customer interactions , 2015 .

[60]  Vladimir Zwass,et al.  Co-Creation: Toward a Taxonomy and an Integrated Research Perspective , 2010, Int. J. Electron. Commer..

[61]  S. Ogawa,et al.  User-Generated Versus Designer-Generated Products: A Performance Assessment at Muji , 2012 .

[62]  R. Kozinets,et al.  The Wisdom of Consumer Crowds , 2008 .

[63]  Margherita Pagani,et al.  The Influence of Personal and Social-Interactive Engagement in Social TV Web Sites , 2011, Int. J. Electron. Commer..

[64]  Lerzan Aksoy,et al.  Undervalued or Overvalued Customers: Capturing Total Customer Engagement Value , 2010 .

[65]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[66]  I. Ajzen,et al.  Attitude-behavior relations: A theoretical analysis and review of empirical research. , 1977 .

[67]  M. Holbrook Consumption experience, customer value, and subjective personal introspection: An illustrative photographic essay , 2006 .

[68]  Satish Nambisan,et al.  DESIGNING VIRTUAL CUSTOMER ENVIRONMENTS FOR NEW PRODUCT DEVELOPMENT : TOWARD A THEORY , 2005 .

[69]  R. Bagozzi,et al.  A Social Influence Model of Consumer Participation in Network- and Small-Group-Based Virtual Communities , 2004 .

[70]  J. Russell,et al.  An approach to environmental psychology , 1974 .

[71]  P. Maglio,et al.  Actor engagement as a microfoundation for value co-creation , 2016 .

[72]  Yun-Long Pei,et al.  International knowledge spillover through co-inventors: An empirical study using Chinese assignees' patent data , 2013 .

[73]  P. McDonagh,et al.  Consumer roles in brand culture and value co-creation in virtual communities , 2013 .

[74]  Leyland Pitt,et al.  Is it all a game? Understanding the principles of gamification , 2015 .

[75]  Thomas A. Schwandt Qualitative data analysis: An expanded sourcebook , 1996 .

[76]  S. Nambisan,et al.  Virtual Customer Environments: Testing a Model of Voluntary Participation in Value Co‐creation Activities , 2009 .

[77]  Souad Djelassi,et al.  Customers' participation in product development through crowdsourcing: Issues and implications , 2013 .

[78]  Thorsten Roser,et al.  Managing your co‐creation mix: co‐creation ventures in distinctive contexts , 2013 .

[79]  C. Brodsky The Discovery of Grounded Theory: Strategies for Qualitative Research , 1968 .

[80]  Loïc Plé,et al.  Studying customers’ resource integration by service employees in interactional value co-creation , 2016 .

[81]  Alan Dick,et al.  Customer loyalty: Toward an integrated conceptual framework , 1994 .

[82]  Jan H. Kietzmann,et al.  Understanding Gamification of Consumer Experiences , 2014 .

[83]  Xianggui Qu,et al.  Multivariate Data Analysis , 2007, Technometrics.

[84]  David F Ballantyne,et al.  Dialogue and its role in the development of relationship specific knowledge , 2004 .

[85]  Nicolas Jullien,et al.  Big From the Beginning. Assessing Online Contributors' Behavior by Their First Contribution. , 2015 .

[86]  R. Brodie,et al.  Consumer engagement in a virtual brand community: An exploratory analysis , 2013 .

[87]  C. Grönroos Service logic revisited: who creates value? And who co‐creates? , 2008 .

[88]  John Brown,et al.  Gamification » Blog Archive » Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design , 2014 .

[89]  Espen Aarseth,et al.  Game Classification as Game Design: Construction Through Critical Analysis , 2005, DiGRA Conference.

[90]  L. Hollebeek Demystifying customer brand engagement: Exploring the loyalty nexus , 2011 .

[91]  Christoph F. Breidbach,et al.  Beyond virtuality: from engagement platforms to engagement ecosystems , 2014 .

[92]  E. Hippel,et al.  Lead users: a source of novel product concepts , 1986 .

[93]  R. Kozinets E-tribalized Marketing?: The Strategic Implications of Virtual Communities of Consumption , 1999 .

[94]  Lucian F. Dinu,et al.  The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names , 2006 .

[95]  Jonathan E. Schroeder,et al.  Understanding value co-creation in a co-consuming brand community , 2011 .

[96]  Matthew B. Miles,et al.  Qualitative Data Analysis: An Expanded Sourcebook , 1994 .

[97]  M. Havitz,et al.  Analyzing the commitment-loyalty link in service contexts , 1999 .

[98]  Wayne D. Hoyer,et al.  Consumer Cocreation in New Product Development , 2010 .

[99]  T. Garry,et al.  An investigation into gamification as a customer engagement experience environment , 2015 .

[100]  R. Kozinets QI Want to BelieveQ: a Netnography of the X-Philes Subculture of Consumption , 1997 .

[101]  Dahui Li,et al.  Task Design, Motivation, and Participation in Crowdsourcing Contests , 2011, Int. J. Electron. Commer..