• 제목/요약/키워드: Co-creation Experience

검색결과 28건 처리시간 0.02초

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
    • 유통과학연구
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    • 제20권6호
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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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    • 제21권1호
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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.

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

  • 박현희
    • 한국의류산업학회지
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    • 제21권6호
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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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    • 제11권3호
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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.

중국 기업의 가상 브랜드 커뮤니티 분위기가 소비자 가치공동 창출 행위에 미치는 영향: 계획행동이론 관점에서 (The Impact of the Atmosphere in Virtual Brand Communities of Chinese Companies on Consumer Value Co-Creation Behavior: From the Perspective of Planned Behavior Theory)

  • 왕문흠;김문홍
    • 아태비즈니스연구
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    • 제14권4호
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    • pp.129-150
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    • 2023
  • Purpose - This study is based on the Theory of Planned Behavior and aims to explore the decision-making mechanisms of consumers participating in value co-creation activities within virtual brand communities. Methodology - The research involved a comprehensive survey of 405 participants from various virtual brand communities. Structural Equation Modeling (SEM) was used for data analysis, applying SPSS and AMOS to test the hypotheses. The study focused on community rules and regulations, community experience and community trust. Results - The research found that community rules and regulations significantly impact subjective norms and perceived behavioral control, but not directly influence consumer attitudes. Community experience positively affected consumer attitudes, subjective norms and perceived behavioral control. Community trust was found to positively influence these aspects of consumer decision-making. However, a gap was identified in the direct influence of perceived behavioral control on actual consumer behavior. Implications - The findings of this study contribute to a more comprehensive understanding of factors affecting consumer behavior in virtual brand communities. It underscores the necessity for community managers to develop strategies that consider these internal decision-making mechanisms, facilitating more effective community engagement. The study also identifies a potential area for future research in the direct influence of perceived behavioral control on actual consumer behavior.

브랜드커뮤니티 경험가치가 브랜드만족, 브랜드신뢰, 브랜드 공동가치창출에 미치는 영향:방탄소년단과 아미를 중심으로 (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)

  • 이민하
    • 한국콘텐츠학회논문지
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    • 제21권7호
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    • pp.374-385
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    • 2021
  • 브랜드커뮤니티는 브랜드에 대한 열정을 갖고 브랜드 가치 향상에 동참하는 소비자 집단을 의미한다. 본 연구에서는 세계적 성공을 거두고 있는 방탄소년단의 팬 커뮤니티 '아미'를 대상으로 브랜드 커뮤니티 경험이 브랜드 만족과 신뢰, 브랜드 공동가치창출에 미치는 영향을 알아보았다. 연구결과, 브랜드 커뮤니티 경험을 통해 얻은 심미적 감수성, 자아 일치감, 지적 충족감 등의 가치는 브랜드 만족과 신뢰에 전반적으로 긍정적인 영향을 미치며, 브랜드 공동가치창출과도 유의한 영향 관계를 갖는 것으로 나타났다. 본 연구의 시사점은 다음과 같다. 첫째, 기업 관점에서 브랜드 자체에 초점을 맞춰 홍보하는 전통적 마케팅 전략보다는 브랜드 커뮤니티 양성을 통해 고객-기업, 고객-고객 간 정서적 교감과 연대를 이끌어내는 방식이 미래 브랜드 마케팅의 방향성이 되어야 한다. 둘째, 브랜드 커뮤니티 활성화를 위해서는 브랜드와 관련한 감각적 자극 요소뿐 아니라 고객의 지적 호기심과 자아 일치감 충족을 위한 다양한 기회를 제공하는 것이 필요하다.

How Customer Experience Management Can Improve the Distribution of Marketing Performance

  • Sri, SAFITRI;Achmad, SUDIRO;Fatchur, ROHMAN;Mugiono, MUGIONO
    • 유통과학연구
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    • 제21권2호
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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.

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

  • 김경규;박성국
    • 한국콘텐츠학회논문지
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    • 제9권2호
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    • pp.326-338
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    • 2009
  • 유비쿼터스 비즈니스 환경은 기존의 e-비즈니스, m-비즈니스와는 다른 특성을 가지고 있다. 이는 u-비즈니스 모델을 개발할 때 유비쿼터스 컴퓨팅 기술의 특성과 유비쿼터스 비즈니스 환경을 고려해야 한다는 것을 의미한다. 본 논문에서는 유비쿼터스 비즈니스 패러다임의 핵심인 가치의 공동 창출 경험에 초점을 맞춘 u-비즈니스 모델 개발 프레임워크를 제시했다. 본 논문의 u-비즈니스 모델 개발 프레임워크는 8단계로 구성되어 있고 각 단계별 세부 절차를 구체적으로 제시했다. 새로운 비즈니스 패러다임 하에서 성공적인 비즈니스 모델을 발굴하고 수행하고자 하는 기업들에게 본 논문에서 제안한 u-비즈니스 모델 개발 프레임워크는 유용한 가이드라인을 제공할 수 있을 것으로 기대된다.

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

  • 한지원;강수진
    • 한국콘텐츠학회논문지
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    • 제22권10호
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    • pp.22-38
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    • 2022
  • 최근 코로나 19 장기화로 인한 발달장애 시설 임시 폐쇄와 격리 등으로 수요자가 겪는 고통이 심해지고 있으며, 입원 서비스에 대한 정보도 미흡한 상황으로 뚜렷한 해결책이 보이지 않고 있다. 따라서 수요자를 위한 제도적, 심리적 문제를 예방할 수 있는 서비스 체계가 필요하다. 본 연구의 목적은 발달장애 자녀와 보호자를 위해 체계적인 입원 치료 가이드 및 퇴원 후 관리와 올바른 교육을 제공하고자 한다. 국내 서비스 사례분석을 통해 수요자들의 요구와 개선 요소를 도출한 뒤, 더블 다이아몬드 방법론을 활용하여 실수요자들과 함께 Co-creation을 진행하였으며, 입원 전부터 퇴원 후까지 알기 쉬운 치료 여정과 올바른 정보와 소통을 할 수 있는 서비스 콘셉트를 도출하였다. 이에 따른 협업 공유 애플리케이션 서비스를 제안하였으며, 다양한 이해관계자들의 사용성 평가 및 검증을 통하여 서비스의 유용성을 확인하였다. 본 연구 결과가 사용자경험 중심의 발달장애 병동 보조 시스템 개발에 활용되기를 기대한다.

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

  • Sung-Wan, Kim
    • 한국컴퓨터정보학회논문지
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    • 제28권3호
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    • pp.177-187
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    • 2023
  • 이 연구는 교육서비스 관점에서 MOOC의 질 평가를 위한 잠재모형을 도출하고 신뢰롭고 타당한 MOOC 질 평가도구를 개발하고 타당화하는 데 목적이 있다. 연구목적을 달성하기 위해 선행 연구결과에 기초해서, MOOC 평가 잠재모형(4개 요인과 8개 하위요인)을 도출하였다. 이 잠재모형을 토대로 18개 예비 평가문항을 개발한 후, 대학 원격수업 경험이 있는 학습자 138명을 대상으로 문항중요도 설문을 실시하였다. 수집된 136개의 자료를 활용하여 탐색적 요인분석 결과, 수집된 데이터에서 4개의 요인(체제적 학습 경험, 가치 경험, 가치 경험의 공동 창조, 고차원 학습경험)과 7개의 하위요인(실제성, 신뢰성, 확신성, 반응성, 조직환경 체계성, 프로그램 체계성, 학습자 지지의 체계성, 공동주도성)으로 추출되었다. 신뢰도 분석결과, 선정된 문항들은 각 척도를 구성하는 문항으로서 높은 내적합치도를 보였다. MOOC에 대한 평가도구는 타당하고 신뢰할 수 있다는 결론을 내릴 수 있다.