0000000000166004

AUTHOR

Juuli Lumivalo

“The Pokémon that Got Away” : Employing Actor-Network Theory to Unmask the Technology Actor in Cybernized Services

Digitalization and emerging technologies have given rise to cybernized services and a debate questioning the traditional Service-dominant logic (SDL) view of technology as a resource in service exchange. To date, little is known about the role of technology as a value co-creating (or co-destroying) actor in the context of services empowered by emerging technologies. Attaining an in-depth understanding of technology as an actor in cybernized service ecosystems is integral for practitioners and researchers alike to foster and investigate value co-creation in the sociotechnical interactions from the perspective of the involved human actors. To address this need, we unmask the technology actor …

research product

Value Co-Destruction: A Conceptual Review and Future Research Agenda

The service-dominant (S-D) logic lens for understanding value co-creation and customers’ interactive roles in the service exchange has emerged as a focal theme of interest among service academics and practitioners. While recent investigations have also focused on the process of value co-destruction—that is, how potential negative outcomes occur—the concept and its distinction from value co-creation remain unclear. This conceptual review synthesizes the concept of value co-destruction and proposes a framework consisting of two interrelated dimensions—actor–actor interaction and individual actor —and their components at three temporal points of the service encounter. We distinguish value co-…

research product

Supplemental Material - Value Co-Destruction: A Conceptual Review and Future Research Agenda

Supplemental Material for Value Co-Destruction: A Conceptual Review and Future Research Agenda by Juuli Lumivalo, Tuure Tuunanen, and Markus Salo in Journal of Service Research

research product

Factors Enabling and Hindering Value Co-Creation in Continuous Service Development: A Systematic Literature Review

This paper presents a systematic literature review (SLR) investigating the factors that enable and hinder value co-creation in organizations’ continuous service development processes. Employing the lens of service-dominant (S-D) logic, we classify the identified factors into three interrelated dimensions: institutions, resources, and service exchange. Our systematic findings may inform organizations’ efforts to support the emergence of positive rather than negative value outcomes when implementing continuous practices in their service development. In addition, we outline avenues for further research in this emerging topic area. peerReviewed

research product

A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…

research product

Harnessing Digital Services for Co-creating Sustainability Value in the Retail Servicescape

While the importance of sustainable consumption is well acknowledged and consumers increasingly demand sustainable alternatives, the consumption of environmentally strenuous products continues to grow. Technological solutions have been discussed for addressing the misalignment between consumers’ attitudes and behavior. This study is the first to use the service-dominant logic lens to investigate how digital services may be harnessed to drive the co-creation of sustainability value in the retail industry. We conduct 10 semi-structured interviews with a Finnish retail company and its customers and reflect on the customers’ experiences with respect to the company’s value propositions in the se…

research product

Supplemental Material - Micro-Level Mechanisms to Support Value Co-Creation for Design of Digital Services

Supplemental Material for Micro-Level Mechanisms to Support Value Co-Creation for Design of Digital Services by Tuure Tuunanen, Juuli Lumivalo, Tero Vartiainen, Yixin Zhang, and Michael M. Myers in Journal of Service Research

research product

Micro-Level Mechanisms to Support Value Co-Creation for Design of Digital Services

This study identifies micro-level value co-creation mechanisms that support the design of digital services. As services are now becoming digital—or at least digitally enabled—how to design digital services that enable value co-creation between a service provider and customers has become an increasingly important question. Our qualitative research study provides one answer to this question. Based on 113 in-depth laddering interviews analyzed using interpretive structural modeling, our study shows that value co-creation mechanisms differ between business-to-business and customer-to-customer digital service types. We identify five mechanisms to support value co-creation in the design of digit…

research product

Immersive Virtual Reality in Experiential Learning : A Value Co-creation and Co-destruction Approach

Immersive Virtual Reality (later VR) has its potential in enabling learning experiences. Several studies adopt experiential learning as a key concept to understand the outcomes of VR. This study consists of two parts – the first part conducts a systematic literature review on VR experiential learning and suggests seven main dimensions for the concept identified by the existing literature: engagement, sociability, contextual information, physical sensation, interactivity, cognitions, and presence. The second part adopts a value co-creation and co-destruction approach to empirically test the construction underlying VR experiential learning. The findings indicate 33 value co-creation and 19 va…

research product