0000000000281720

AUTHOR

Tuure Tuunane

0000-0001-7119-1412

Domain Specific Case Tool for ICT-Enabled Service Design

One major problem in service design is the limited availability of information gathered during the development process. In particular, information on end-user requirements is difficult for designers, developers, and maintainers to access. Here, we provide a mechanism that supports the gathering and modeling of various types of information throughout the service and software development life cycle. As various existing tools focus on a particular part of the life cycle, essential information is not available, or it is more difficult to obtain in later stages. The linkage between information collected in the different stages is often lost. The implemented tool support enables the modeling of r…

research product

Introduction to Innovation, Design, and Development of ICT-Enabled Services Minitrack

This minitrack's purpose is to draw researchers' attention to Innovation, Design, and Development of ICT Enabled Services for both Consumers and Enterprises. It provides a discussion forum for researchers interested in fostering a service-based approach to these areas as well as an opportunity to present and debate both design and theory-based solutions to the problems facing industry in the deployment of ICT enabled services [1-3]. In a broad sense, ICT enabled services can be defined as [1]: "systems that enable value co-creation through the development and implementation of information and communication technology enabled processes that integrate system value propositions with customer v…

research product

100+ Metrics for Software Startups : A Multi-Vocal Literature Review

Metrics can be used by businesses to make more objective decisions based on data. Software startups in particular are characterized by the uncertain or even chaotic nature of the contexts in which they operate. Using data in the form of metrics can help software startups to make the right decisions amidst uncertainty and limited resources. However, whereas conventional business metrics and software metrics have been studied in the past, metrics in the spe-cific context of software startup are not widely covered within academic literature. To promote research in this area and to create a starting point for it, we have conducted a multi-vocal literature review focusing on practitioner literat…

research product

Modular Service Design of Information Technology-Enabled Services

The literature has proposed ways to modularize information-technology-enabled services (ITeS) with limited success. We argue that applying design principles (DPs) can address this gap and revitalize the service modularization literature. With a qualitative research study, we develop exemplar DPs and a set of prioritized DPs for ITeS. We contribute to the literature by demonstrating how complex service systems, specifically ITeS, can be modularly designed. Our DPs show how different ITeS design elements or service attribute combinations impact the outcome-driven design of service experience. Based on the findings, we present a modular service design framework and a service design method tha…

research product

Logic for accumulation of design science research theory

The paper introduces a structured logic for iterative and incremental accumulation of a design theory during a research project and across research programs. The logic is proposed to help researchers understand the links between parallel search spaces related to a particular design and linking to theoretical knowledge bases produced by previous search processes. The proposition rests on the notion that representing the structure and logic of design science research (DSR) theory using CIMO enables the elements of the knowledge base to be more easily evaluated, combined, and transferred between related search spaces. We view DSR theory development as an iterative and incremental social proces…

research product

Understanding flow experience from users’ requirements

This paper argues that the concept of flow can be useful in gaining a better understanding of information system users’ flow experience. This paper applies this concept in the requirements development phase of an Internet protocol television e-learning service development project. The findings show that flow experience can be visualised and measured, and that there are differences in how users see and perceive different features. Some features are driven by more experiential needs, whereas others are driven by more task-oriented goals. The findings indicate that the users’ perceived flow experiences can already be measured during the early phases of information systems IS development projec…

research product

Advancing Design Science Research with Solution-based Probing

We propose solution-based probing as an extension of action design research. The core idea is that researchers bring a prototype solution (probe) into one or more fields and explore to synthesize robust and generalizable design knowledge, along with knowledge of the phenomena and correlations we discover. We believe proposing solutions creates opportunities for researchers to innovate and to document the impact. In addition, solutions can be effective probes for advancing theory, in terms of design theories and in creating exploratory foundations for behavioral and causal theory. We illustrate solution-based probing with four exemplar studies in the areas governance of municipalities, polic…

research product

Consumer Information Systems as Services

Consumer Information Systems (CIS) are a type of information systems that provides services to consumers instead of addressing users in traditional organizational settings, such as Internet based television. Services typically involve a trade-off between achieving high service productivity and quality. The use of service mass customization to successfully address these issues of both productivity and quality in a service context is proposed. We suggest that the development of Consumer Information Systems as Services (CISaS) may achieve such service mass customization. This paper presents a conceptual framework and investigates how it applies to a set of Internet Protocol Television (IPTV) o…

research product

Population targeted requirements acquisition

ABSTRACTWe use social science theories, design science research methodology, and our experience in five development projects to design principles for selecting or adapting requirements acquisition (RA) techniques for use with populations of customers and users. The information systems (IS) literature has not systematically focused on the adaption of RA techniques to particular populations. We developed a nascent design theory for RA to target specific populations to define functional requirements for new IS. Five reference theories – personal construct theory, theory of disability, diffusion of innovations, social actor theory, and media richness and information synchronicity theory – suppo…

research product

Information Technology–Supported value Co-Creation and Co-Destruction via social interaction and resource integration in service systems

The paper develops a conceptual framework to study the constructs of information technology (IT)-supported value co-creation and co-destruction through shared processes of social interaction and resource integration as mediated by IT and embedded in interactive value formation practices. In particular, the elements of social interaction and resource integration are identified, and the role of IT is discussed. We conduct a systematic literature review and analyze the data using the service system perspective. Our research contributes by identifying the constructs of value-creating phenomena enabled by IT from the service system perspective and presenting a research agenda for further studies…

research product

Introduction to Innovation, Design, and Analytics Supported Development of ICT Enabled Services Minitrack

Introduction to Innovation, Design, a Analytics Supported Development of ICT Enabled Services Minitrack.

research product

Value Creation Behavior of Oura Ring Users in Social Media (Customer-dominant LOGIC)

Smart devices such as self-trackers are being used by an ever-increasing number of exercisers to self-monitor their health. Users' interactions in social media can co-create and co-destruct the value and has a substantial impact on services. To investigate Oura Ring users' value creation behavior in the online context, we focus on customer-dominant logic and customer-to-customer (C2C) interaction. This paper proposes a conceptual framework, one of the first to investigate value creation in an empirical study in the context of well-being. Oura Ring is a smart ring that enables users to track their activities and sleep quality. To test relationships, structural equation modeling and Fuzzy Set…

research product

Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services

Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …

research product

Problem Space Identification for Developing Virtual Reality Learning Environments

Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…

research product

Towards digital cognitive clones for the decision-makers: adversarial training experiments

Abstract There can be many reasons for anyone to make a digital copy (clone) of own decision-making behavior. This enables virtual presence of a professional decision-maker simultaneously in many places and processes of Industry 4.0. Such clone can be used as one’s responsible representative when the human is not available. Pi-Mind (“Patented Intelligence”) is a technology, which enables “cloning” cognitive skills of humans using adversarial machine learning. In this paper, we present a cyber-physical environment as an adversarial learning ecosystem for cloning image classification skills. The physical component of the environment is provided by the logistic laboratory with camera-surveilla…

research product

Incremental Accumulation of Information Systems Design Theory

This paper proposes an organizing device for accumulation of information systems (IS) design theory components within a study but also across research studies. The proposed framework enables actors to understand the relationship over time between search spaces of information systems design science theory (ISDT) development by one and the same or different actors. The proposition rests on the notion that ISDT development is an iterative and incremental process that often happens across different research studies. Finally, we argue that with the proposed framework, ISDT knowledge is more easily transferred and combined with the search processes.

research product

Together We Stand, Divided We Fall : Analyzing Information Systems Acquisition as Service

Information systems (IS) acquisition is not a widely studied topic in the literature. In particular, although the role and participation of different stakeholders such as business people, IT people, and external vendors and consultants is acknowledged, little is known about how they cooperate in an IS acquisition project. In this paper, we will apply a value co-creation framework taken from service research as a lens to study an IS acquisition project in an organization. The case organization intends to acquire their new IS as a cloud service. This approach is novel to all stakeholders, so they have to intensively cooperate for example under tight time constraints. The analysis reveals that…

research product

Consumer Information Systems as Services

Consumer Information Systems (CIS) are a new type of Information System that provides services to consumers, such as Internet-based television, instead of addressing users in traditional organizational settings. Services typically involve a trade-off between achieving high service productivity and quality. The use of service mass customization to successfully address these issues of both productivity and quality in a service context is proposed. The authors suggest that the development of Consumer Information Systems as Services (CISaS) may achieve such service mass customization. This chapter presents a conceptual framework and investigates how it applies to an emerging field of Internet P…

research product

Unboxing co-creation of value: Users' hedonic and utilitarian drivers

Value co-creation through involving users in service processes via resource integration is a focal service research interest. However, studies often take a firm-centric or generic approach and overlook value co-creation from the point view of an individual user. We address this gap by adopting a qualitative research approach and laddering interviews (n = 113) to examine users’ hedonic and utilitarian drivers for value co-creation behavior in five service system contexts. We argue that underlying differences exist among all service systems and contribute with a novel approach by depicting the differences in value-based motivations for users to co-create value. As practical implications, our …

research product

Conceptualizing the Value Co-Destruction Process for Service Systems: Literature Review and Synthesis

This study conceptualizes the notion of value co-destruction by reviewing and synthesizing the scattered and scarce value co-destruction literature in interdisciplinary fields. Building on our synthesis, we outline a conceptual framework for the value co-destruction process consisting of three interrelated categories of key concepts. Our framework helps in identifying, analyzing and rectifying unwanted outcomes of a service process and highlighting the dynamic nature of value co-destruction in service systems. peerReviewed

research product

Functional and Structural Roles of Data in Service Ecosystems

Data play an increasingly important role in today’s service ecosystems, where actors integrate resources to create value at different levels of aggregation (micro, meso, macro). To advance our understanding of the role of data in such contemporary data-rich service ecosystems, we draw on the service-dominant (S-D) logic and data ecosystem literature. Extending the current understanding of data in the literature, we demonstrate how data and data ecosystems have become intertwined with service ecosystems and how data as a meta-resource connects actors, enhances systemic visibility, and drives innovation in these ecosystems. peerReviewed

research product

Design principles for learning analytics information systems in higher education

This paper reports a design science research (DSR) study that develops, demonstrates and evaluates a set of design principles for information systems (IS) that utilise learning analytics to support learning and teaching in higher education. The initial set of design principles is created from theory-inspired conceptualisation based on the literature, and they are evaluated and revised through a DSR process of demonstration and evaluation. We evaluated the developed artefact in four courses with a total enrolment of 1,173 students. The developed design principles for learning analytics information systems (LAIS) to establish a foundation for further development and implementation of learning…

research product

Startup Metrics That Tech Entrepreneurs Need to Know

Metrics can be used by firms to make more objective decisions based on data. Software startups in particular are characterized by the uncertain or even chaotic nature of the contexts in which they operate. Using data in the form of metrics can help software startups to make the right decisions amid uncertainty and limited resources. However, whereas conventional business metrics and software metrics have been studied in the past, metrics in the specific context of software startups have not been studied. In this chapter, we present the results of a multivocal literature review to offer you 118 metrics practitioner experts think software startups should measure. These metrics can give you id…

research product

Switching Behaviour in Smart Phone Messaging Services : It’s a Question of Context, Content, and Features of the Service

This paper studies switching behaviour in smart phone messaging services. This study aims to add knowledge about the factors affecting switching behaviour in smart phone messaging services. The empirical study is qualitative, and the data was collected with interviews using the laddering method. This study was carried out to find out the reasons behind customer decisions when choosing between smart phone messaging services. Using the Push-Pull Mooring framework, the findings of this study indicate that the switching decision regarding smart phone messaging service is influenced by three factors: the context of the message, the content of the message, and the features of the service.

research product

Consumer Information Systems Development

We suggest that a new type of information system appears to be increasing in importance, that of consumer information systems. Compared with traditional information systems development approaches, where the focus is on improving the efficiency and effectiveness of organizational processes, design for consumer information systems focuses more on the enjoyment, pleasure and purchases of the consumer. We argue that the shift in focus from users to consumers in consumer information systems calls for a significant re-appraisal of our current information systems development methods. Hence, this chapter proposes a new research agenda for IS researchers focusing on the development of consumer infor…

research product

Consumers in Information Technology Enabled Service Encounters: Perceptions and Tradeoffs in Multi-Channel Interactions

This study examines information technology enabled, multi-channel service context from the end-user's perspective and, more specifically, from the perspective of a consumer, in particular the extent to which the multi-channel interaction experience results in consumer satisfaction and any tradeoffs that consumers make in the evaluation of the context of service. Empirical results from our online survey with mobile consumers indicate that the variables included in the model have a direct impact on consumer satisfaction when considered individually. There are, however, tradeoffs between variables (e.g., problem-handling and record accuracy; scalability and usability of service) when considere…

research product

Introduction to ICT Enabled Services Minitrack

The purpose of the minitrack is to draw researchers’ attention to ICT Enabled Services for both Consumers and Enterprises. It provides a discussion forum for researchers interested in fostering a service-based approach to these areas as well as an opportunity to present and debate both design and theory-based solutions to the problems facing industry in the deployment of ICT enabled services [1-4]. In a broad sense, ICT enabled services can be defined as [1]: “..systems that enable value co-creation through the development and implementation of information and communication technology enabled processes that integrate system value propositions with customer value drivers.”

research product

When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

research product

Bringing Design Science Research to Service Design

Service design is a multidisciplinary field dedicated to create new and innovative services. To accomplish this goal, service design resorts to contributions from other disciplines such as service management, marketing, information systems and interaction design. However, service design lacks dedicated methods and models that integrate the contributions from these disciplines. Design science research (DSR) offers a solid methodology to develop such artifacts and is already starting to be used in service research. To show how DSR can support service design, this article presents two new service design methods that have been developed using DSR and examines the process followed for developing…

research product

The Design Towards a News Aggregator Subscription Service: Results from An Online Experiment

The newspaper industry is on a quest to discover sustainable business models. Digital subscriptions are stable revenue generators for most publishers. That being said, smaller publishers face challenges. By not having the same resource base to offset costs compared to larger ones, small publishers are in a constant state of financial unpredictability. Another persistent problem among them is the high churn rate of subscriptions (i.e., the cancelation rate), which suggests a value misalignment between readers and service. New services like news aggregators may promise publishers a large pool of paying readers, as readers have access to diverse content by different publishers and are willing …

research product

Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

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

Consumers’ adoption of information services

This paper reports on a design science research study that seeks to investigate how information service components affect consumers’ potential adoption of such services. More specifically, the paper develops a conceptual model that uses the theory of organizational information services (TOIS) and the unified theory of acceptance and use of technology (UTAUT) as a basis. The results indicate that individual constructs can be linked to service components. In turn, this result can potentially be instrumental in progress toward a deeper understanding of consumers’ adoption of information services and how this affects the development of such services and systems that support them.

research product

Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research

We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …

research product

The effect of culture on requirements: a value-based view of prioritization

This paper examines how culture affects requirements and their prioritization. We analyze the requirements of a mobile service, which were collected from Helsinki, Hong Kong, and Las Vegas. We argue that the current prioritization techniques for requirements do not sufficiently account for the cultural effects, nor does the literature offer information on ways of prioritizing such requirements according to users’ values. We see this as problematic because the literature suggests that culture should be viewed as a set of values. Our findings support the argument that we should use a value-based approach in prioritizing requirements. Furthermore, by focusing on the links between needs and val…

research product

Co-Creation of Value for IT-Enabled Services : A Case of Geocaching

This study explores how value is co-created in one particular IT-enabled service, geocaching. Consumer Information Systems (CIS) framework is used as a sensitizing framework to study experienced geocachers' (n=14) perceptions of what they value in geocaching. The following core values emerged that motivate people to co-create value in geocaching: challenging oneself and others, joy of success, learning, and social relations. The results reveal that geocaching is distinctively hedonic in nature, as people pursue happiness and utility via geocaching. Even support for the geocaching community was motivated by such values. In addition, the results reveal that the environment of geocaching and s…

research product

Technology Enabled Information Services Use in Tourism : An Ethnographic Study of Chinese Backpackers

The purpose of this paper is to investigate the previously unexplored theoretical relationship between technology enabled information services (TEIS) and the value created by the use of such services. This paper presents a mixed virtual and multi-sited ethnography to provide a thick description of Chinese backpackers (CBs) use of TEIS. Participant observations and interviews of CBs in three different journeys within Europe were undertaken. Our findings illustrate that additional usage values occur when TEIS are used in a tourism context. Social influences and technical infrastructure play a stronger role than previous research presented. The study contributes to the literature by 1) providi…

research product

Managing Continuous Digital Service Innovation for Value Co-Creation

Service organizations across various industries are increasingly implementing continuous development methods and practices to transform their digital service innovation and development processes. Consequently, continuous digital service innovation (DSI) has become a way to react to today’s dynamic markets by proposing value to customers quickly while maintaining service quality. However, little is known about how organizations can enable value co-creation (VCC) in their continuous DSI processes. We fill this gap in the literature by focusing on organizational-level continuous DSI processes. Based on findings from 23 industry informants from six Finnish digital service organizations, we pres…

research product

Consumer Information Systems Research Agenda

We suggest that a new type of information system appears to be increasing in importance, that of consumer information systems. Compared with traditional information systems development approaches, where the focus is on improving the efficiency and effectiveness of organizational processes, design for consumer information systems focuses more on the enjoyment, pleasure and purchases of the consumer. We argue that the shift in focus from users to consumers in consumer information systems calls for a significant re-appraisal of our current information systems development methods. Hence, this chapter proposes a new research agenda for IS researchers focusing on the development of consumer infor…

research product

The Design Towards a Collaborative Subscription Service : The Case of The Finnish Newspaper Industry

The newspaper industry is challenged with its business models. To stabilize revenues, publishers opted for digital subscriptions for generating additional revenue streams. However, digital subscriptions showcase limited success. News aggregator platforms may promise publishers a pool of paying readers. But platform fees and the loss of customer relationships enact barriers among publishers to join. This study proposes a software prototype based on design science research to address the aforementioned shortcomings by deriving design principles for a collaborative subscription service. Building on the strategic alliance, digital platform and business model literature, this research aims to id…

research product

Utilitarian Use of Social Media Services - A Study on Twitter

This paper applies structuration theory (ST) and service dominant logic (SDL) as lenses to study different uses of information systems (IS). We argue that resources provided by IS may be combined and reproduced by appropriating them for different purposes than the design purposes of the IS. The study provides empirical data and analysis to showcase the use of resources for utilitarian purposes in the context of social media services (SMS). Through an analysis of sponsored tweets on Twitter, we show that users employ implicit and explicit resources for utilitarian outcomes. Our findings imply that users create their own service through appropriation of resources available in the social conte…

research product

Continuous Requirements Risk Profiling in Information Systems Development

With the increasing adoption of agile, lean, and iterative development methods, information systems development (ISD) has become continuous, meaning that system development moves rapidly from release to release. This means that work practices and challenges that practitioners face have changed. Despite these changes, requirements development is still critical in ISD. However, IS literature is silent on how to manage requirements-related risks in the practice of continuous IS development. To fill this gap, we propose a continuous requirements risk profiling method. The study is informed by design science research methodology, and we apply focus group interviews and a Delphi study for data co…

research product

Stakeholder Strategy and Design Alignment Framework for Design Science Research – A Study in the Context of VR-Aided Marketing and Sales

This study introduces a framework to align various perceptions and objectives that different stakeholders have at the beginning of a Design Science Research (DSR) process and consolidate them into stakeholders’ strategies and theory-ingrained design artifacts. We coin this framework as Stakeholder Strategy and Design Alignment (SSDA). As an application area, we concentrate on a Virtual Reality (VR) application designed for marketing and sales purposes. The empirical testing of the framework shows that the marketing and sales potential of the application are, indeed, perceived very differently among three stakeholder groups: company representatives, developers and customers. In addition to t…

research product

Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

research product

Development of an Agile Requirements Risk Prioritization Method : A Design Science Research Study

The practice of information systems development (ISD) has changed during the past two decades from very structured approaches to agile ISD methods. However, many methods available for managing requirements-related risks in the literature follow the structured way of doing ISD. If any, few methods offer solutions to prioritize requirements risks for agile ISD projects based on recognizing requirements-related risks and patterns to mitigate these. To fill this gap in the literature, we apply the design science research methodology to develop an agile requirements risk prioritization method together with industry experts (n=54) in Finland and New Zealand in a multi-year study. The method was d…

research product

Performance Measurement in Scaled Agile Organizations

research product

Value Co-Creation and Co-Destruction in an IS Artifact: Contradictions of Geocaching

In this paper we study how value co-creation and value co-destruction are present in an IS artifact. We apply the concept of contradiction (structural tension) to study an IS artifact, geocaching. Based on the analysis of interview data and discussion forum postings, we identified the following contradictions: i) introducing secret society to outsiders, ii) geocaching by breaking its rules, iii) experiencing nature while consuming it, iv) building community occurs with competition. These contradictions show that value co-creation and co-destruction interacts in this IS artifact. Based on the results, we propose that IS research should adopt the concepts of value co-creation and co-destructi…

research product

Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

research product

Consumer Information Services in Intercultural Tourism : An Ethnographic Study of Chinese Outbound Backpackers

This paper reports the findings of an ethnographic study of Chinese outbound backpackers’ use and adoption of consumer information services (CIS) in an intercultural tourism setting. We apply McKenna et al.’s research model of consumers’ adoption of information services as the analytical lens for the interpretive qualitative study. The data gathering was conducted in four different countries. The findings of the study confirm linkages between four information service types and the use and adoption of CIS. The study also found that service types are more diversely linked than the earlier studies have predicted and therefore we propose a revised research model, which can be used for studying …

research product

Actors’ Dynamic Value Co-creation and Co-destruction Behavior in Service Systems : A Structured Literature Review

This paper investigates resource integration and social interaction as the two core processes of value co-creation and co-destruction in a service system. We applied a structured literature review as our research methodology to develop a framework to depict the components of value co-creation and co-destruction processes and to understand the behavioral drivers of service system actors as well as the positive and negative value outcomes derived through resource integration and social interaction. By analyzing the 51 papers that meet the inclusion criteria, we found that actors’ engagement in value creation process are motivated by different behavioral drivers. Then, applying resource integr…

research product

Exploration of Location-Based Services Adoption

The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest …

research product