• Title/Summary/Keyword: Co-creation Experience

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A Proposed Framework for the Roles of Digital Marketing Distribution and Co-creation in Increasing Non-Tax State Revenue in Indonesia

  • BUDIANA, Kelik;SUCHERLY, Sucherly;KRISNA, Nandan Lima;SARI, Diana
    • Journal of Distribution Science
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    • v.20 no.6
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    • pp.99-108
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    • 2022
  • Purpose: This study aims to provide a further research challenge in digital marketing distribution and co-creation from relevant literature. The concept of digital marketing and co-creation has been known to impact the business sector positively, but it has not been utilized much in the government sector. Therefore, further research is needed to identify the role of digital marketing distribution and co-creation in increasing non-tax state revenue services of government institutions in Indonesia. Research design, data, and methodology: This study is based on a systematic literature review. The stages are (1) research scope review, (2) article extraction from journals, (3) article quality assessment, (4) article analysis, and (5) comprehensive report. Fifty articles published from 2011 to 2021 were collected from the Google Scholar website. Result: This study provides a proposed model that depicts all of the potential connections between digital marketing, co-creation, and non-tax state revenue. In addition, we also identify that the customer experience influences non-tax state revenue. Conclusions: This study attributes the use of the digital marketing distribution and co-creation concept in the government sector and its benefits for state organizations, which have not been investigated in previous studies.

Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

A Study on the Consumer Use Effect of AR Fashion Retail Technology: Moderating Effect of Technology Readiness (증강현실 패션 소매기술 특성의 소비자 사용효과에 관한 연구: 기술 준비도의 조절효과)

  • Park, Hyun-Hee
    • Fashion & Textile Research Journal
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    • v.21 no.6
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    • pp.730-742
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    • 2019
  • This study investigated the influence of the perceived characteristics of AR fashion retail technology on value co-creation and continued use intention. This study also examines the moderating role of technology readiness in the effects of the perceived characteristics of AR fashion retail technology on value co-creation. A total of 241 university students who had experience using AR fashion retail technology completed the questionnaire. The results were as follows. First, there were five factors in the perceived characteristics of AR fashion retail technology: presence, aesthetic attractiveness, ease of use, shopping usefulness, and perceived enjoyment. Second, aesthetic attractiveness, shopping usefulness, and perceived enjoyment had positive impacts on value co-creation. Third, value co-creation had a positive impact on continued use intention of AR retail technology. Fourth, there were significant differences in the effect of aesthetic attractiveness and shopping usefulness on value co-creation by the innovativeness dimension of technology readiness. Fifth, there was a significant difference in the effect of ease of use on value co-creation by the optimism dimension of technology readiness. The results of this study should provide guidance for marketers or retailers interested in the application of AR fashion retail technology in their stores.

Investigating the Impact of Value Co-Creation on Satisfaction and Intention to Adopt E-Resources

  • Sachin Kumar;Adil Zia;Vandana;Vinod Kumar
    • Journal of Information Science Theory and Practice
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    • v.11 no.3
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    • pp.1-15
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    • 2023
  • The present study examines the impact of value co-creation on satisfaction and intention to adopt of e-resources among users. Four components of the DART model have been adopted to describe value co-creation. These components are dialogue, access, risk-assessment, and transparency. Ph.D. scholars and faculty members from National Capital Region, India, were requested to respond on a five-point Likert scale. A total of 220 responses were collected with the help of a structured questionnaire from respondents of the top 50 business schools according to National Institute Ranking Framework. These responses have been analysed by means of structured equation modelling on Adanco 2.2 software. Findings of the study reported the insignificant impact of access and risk-assessment, and positive impact of dialogue and transparency on satisfaction. Further, satisfaction has been identified, creating significant impact on adoption of e-resources. Such findings reflect the real picture of customer experience with respect to their role in co-creation of e-resources. Respondents have conveyed their dissatisfaction with the co-creation process of e-resources, as companies do not provide all the information and access to their customers beforehand. Consequently, customers fail to make informed decisions and also find themselves unable to show trust in the service providers of e-resources.

The Effect of Brand Community Experience Value on Brand Satisfaction, Brand Trust, and Brand Value Co-Creation: Focusing on the Case of BTS and A.R.M.Y (브랜드커뮤니티 경험가치가 브랜드만족, 브랜드신뢰, 브랜드 공동가치창출에 미치는 영향:방탄소년단과 아미를 중심으로)

  • Lee, Minha
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.374-385
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    • 2021
  • Brand community refers to a group of consumers who are passionate about the brand, and actively participate in enhancing the brand value. This study examines the impact of brand community experience on brand satisfaction, brand trust, and brand value co-creation, focusing on BTS's fan community, 'ARMY'. The results show that the value of aesthetic sensitivity, self-consistency, and intellectual fulfillment, obtained through brand community experiences, had a positive impact on brand satisfaction and brand trust, and brand value co-creation. The implications of this study are as follows: First, rather than company-centered traditional marketing campaign strategies, future brand marketing strategies should focus on nurturing brand communities through which encourage emotional communication and solidarity between consumers and companies. Second, in order to enhance brand community experiences, it is necessary to provide various opportunities to satisfy customers' intellectual curiosity and self-consistency as well as sensory stimuli related to the brand.

How Customer Experience Management Can Improve the Distribution of Marketing Performance

  • Sri, SAFITRI;Achmad, SUDIRO;Fatchur, ROHMAN;Mugiono, MUGIONO
    • Journal of Distribution Science
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    • v.21 no.2
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    • pp.53-63
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    • 2023
  • Purpose: This study aims to determine the effect of Customer Experience Management (CEM) on the distribution of Marketing Performance mediated by Digital Business Innovation (DBI), Digital Operational Excellence (DOE), and Digital Value Co-Creation (DVC) in Indonesia Information & Technology (IT) industry. Research design, data, and methodology: This research was conducted in two stages, namely exploratory and explanatory on IT companies in Indonesia. The authors took 132 samples using proportionate random sampling method in three groups of companies. Results: The results showed that CEM had no significant positive effect on the distribution of Marketing Performance. CEM has no direct effect on the distribution of Marketing Performance through the mediation of DBI. CEM has direct effect on the distribution of Marketing Performance through the mediation of DOE and DVC. DBI has no significant effect in increasing the distribution of Marketing Performance. However, DOE and DVC have a significant effect in increasing the distribution of Marketing Performance. Conclusion: The distribution of Marketing Performance can be indicated better through CEM through mediation.

Methodology for Developing a Ubiquitous Business Model: Incorporating Co-Creation Experiences (유비쿼터스 컴퓨팅 환경에서의 비즈니스 모델 개발 방법론: 가치의 공동 창출 경험을 중심으로)

  • Kim, Kyung-Kyu;Park, Sung-Kook
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.326-338
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    • 2009
  • In this paper, we argue that characteristics of ubiquitous business are different from those of e-business or m-business. We have developed a u-business model development framework incorporating the concept of value co-creation experiences, which is a core of the ubiquitous business paradigm. The framework of u-business model development presented in this paper consists of eight steps such as defining of domain, discovery of opportunity nucleus, defining of potential co-creation experience environment, deriving candidates of u-business services, selecting u-business killer services, defining value propositions of u-business killer services, defining u-business killer service offerings, and drawing a resource map of u-business killer services. The proposed u-business model development framework offers useful guidelines for practitioners to develop successful u-business models under a ubiquitous business paradigm.

Proposal of Collaborative Sharing Services and Applications for the Treatment of Children with Developmental Disabilities (발달장애 아동의 치료를 위한 협업 공유 서비스 및 애플리케이션 제안)

  • Han, Ji-won;Kang, Jeannie
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.22-38
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    • 2022
  • Recently, due to the temporary closure and isolation of facilities for developmental disabilities due to the prolonged COVID-19, the pain suffered by consumers is getting worse, and there is no clear solution due to the lack of information on inpatient services. Therefore, there is a need for a service system that can prevent institutional and psychological problems for consumers. The purpose of this study is to provide systematic inpatient treatment guides, post-discharge management, and correct education for children with developmental disabilities and their guardians. After deriving the needs and improvement factors of consumers through domestic service case analysis, we conducted co-creation with end-users using the double diamond methodology. A possible service concept was derived. Accordingly, a collaborative sharing app service was proposed, and the usefulness of the service was confirmed through the usability evaluation and verification of various stakeholders. It is expected that the results of this study will be utilized in the development of an assistance system for the developmental disability ward based on user experience.

Validation of a tool evaluating MOOCs for higher education from the perspective of education service

  • Sung-Wan, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.177-187
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    • 2023
  • This study aims to validate a tool evaluating MOOCs for higher education from the perspective of education service. Based on the results of related researches, a potential model for evaluating MOOCs (4 factors and 8 sub-factors) was made. An evaluation tool consisting of 18 survey items was delivered to 138 college students. After data cleaning, 136 surveys were used for exploratory factor analysis (principal component analysis. varimax rotation) and reliability analysis that confirmed the fitness of the potential model. Four exploratory constructs and seven sub-factors were extracted: Factor I was labeled as 'Systemic Learning Experience,' Factor II, 'Value Experience,' Factor III, 'Co-creation of Value Experience,' and Factor IV, 'High Order Learning Experience.' Reliability estimates using Cronbach's alpha indicated that the evaluation tool had good internal consistency. In conclusion, the evaluation tool for MOOCs in higher education was proven to be valid and reliable.

A Study on the University Start-Up Activation Plan through CO-OP Education : Focused on Development of a University Education Model with linking Field Practices (코업(CO-OP) 교육을 통한 창업 활성화 방안 연구 : 현장실습연계형 대학 교육모델 개발을 중심으로)

  • Kim, Chun-Shik
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.61-80
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    • 2019
  • The cooperation between universities and industries is already one of the most important factors driving the national economy in the knowledge-based society of the 21st century represented by the Fourth Industrial Revolution. The Korean government has also been carrying out legal and institutional re-adjustments to promote industrial-university cooperation in line with demands for such changes in the times. However, despite this industry-academic cooperation system, there is still a significant mismatch between industrial demand and the university's workforce development system. By the way, there is a Cooperative Education(CO-OP) in Canada and the United States. It's an innovative link between the university and the industry. The reason is that the CO-OP program not only allows students to gain experience with their majors in the industrial field, but also plays a positive role in improving their specialty expertise. In particular, field information, ideas, and job insights that students acquire through CO-OP also serve as motivation for starting a business beyond employment after graduation. Furthermore, CO-OP experience is an important opportunity for future researchers to come up with commercialized research results that are not separated from the field sites The purpose of this study is to overcome the gap between industrial demand and the college manpower training system, and develop a Korean-style coaching program model as a growth engine for creative talent-building policies, represented by 'creation of start-ups and new industry.' In addition, this study suggested measures that can be applied in real universities. In addition, the study also highlighted that the introduction of CO-OP programs with field practices in Korea could also boost start-ups. Based on the Korean CO-OP program model, the curricula applicable to domestic universities consisted of two types : general and research-oriented university types.