The Engagement Process During Value Co-Creation: Gamification in New Product-Development Platforms
暂无分享,去创建一个
[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..