Académique Documents
Professionnel Documents
Culture Documents
Editorial Board
Gautam Mahajan, Customer Value Foundation, India (Founder Editor)
Moshe Davidow, Carmel Academic Center, Haifa, Israel (Editor)
Andreas Hinterhuber, Hinterhuber and Partners, Austria (Associate Editor)
Sertan Kabadayi, Fordham University, USA (Associate Editor)
Todd Snelgrove, The Experts In Value, Canada (Associate Editor)
Peter Stokes, Leicester Castle Business School, De Montfort University, UK (Associate Editor)
Robin Banerjee, Caprihans India Ltd, India
Scott M. Broetzmann, Customer Care Measurement & Consulting LLC, USA
Raymond Fisk, Texas State University, USA
Christian Grönroos, Hanken School of Economics, Helsinki, Finland.
Denis Harrington, Waterford Institute of Technology, Ireland
Olaf Hermans, SiR-Intel, USA
Jay Kandampully, Ohio State University, USA
Timothy Keiningham, St John’s University, USA
Ray Kordupleski, Customer Value Management, and University of Montana, USA
V. Kumar, J. Mack Robinson College of Business, Georgia State University, USA
Werner Kunz, University of Massachusetts, USA
Lucio Lescano Duncan, CAME, Peru
Michael Lowenstein, Beyond Philosophy, USA
Peter Maas, University of St. Gallen, Switzerland
Diane M. Magers, AT&T’s Office of the Customer, USA
Cristina Mele, University of Naples “Federico II”, Italy
Luiz Moutinho, University of Suffolk, UK
Irene Ng, University of Warwick, and HAT Foundation, UK
A Parasuraman, University of Miami, USA
David Pinder, Value Genie, UK
Jaideep Prabhu, Cambridge University, UK
Ajit Rao, Nielsen, Dubai
Jayant Shah, Academy of Indian Marketing, India
James Spohrer, IBM, USA
Bob Thompson, CustomerThink Corporation, USA
Wolfgang Ulaga, Center for Services Leadership, Arizona State University, USA
Stephen Vargo, University of Hawai’i, USA
Advisory Board
Gautam Mahajan, Customer Value Foundation, India (Founder Editor)
Nestor Farias Bouvier, Sapin S.A. Business Consultants – M&A, Argentina
Jim Carras, Customer Value Creation International, USA
Bala Chakravarthy, IMD, Switzerland
Moshe Davidow, Carmel Academic Center, Israel
Tanya Dubash, Godrej Industries, India
David Frigstad, Frost & Sullivan, USA
Winnifred Knight, TheMarketingSite.com and CUBE [ON THE SQUARE], South Africa
Youji Kohda, Graduate School of Knowledge Science, Japan Advanced Institute of Science
and Technology, Japan
A. Mahendran, Mahendran Holdings Pvt. Ltd, India
Anuradha Das Mathur, 9.9 Mediaworx Pvt. Ltd., India
R. Mukundan, Tata Chemicals, India
Yuriko Sawatani, Waseda University, Japan
Jagdish Sheth, Emory University, USA
D. Shivakumar, Aditya Birla Group, India
Bharat Wakhlu, Consultant, India
Hans Udo Wenzel, Aromata Group srl, Italy
Jochen Wirtz, NUS Business School, National University of Singapore, Singapore
Journal of
Volume 4 Issue 2 November 2018 Creating Value
Contents
Editorial 181
Commentaries
Mimicking Firms: Future of Work and Theory of the Firm in a Digital Age 205
Irene Ng
Articles
News 285
Visit http://journals.sagepub.com/home/jcv
Free access to tables of contents and abstracts.
Editorial Journal of Creating Value
4(2) 181
© 2018 SAGE
SAGE Publications
sagepub.in/home.nav
DOI: 10.1177/2394964318804709
http://journals.sagepub.com/home/jcv
Welcome to the special issue on the Role of Technology and AI on Value Creation/
Destruction. This issue (JCV 4-2) has both practitioner and academic articles. We
are grateful to Cristina Mele, the guest editor, for her special effort for this issue.
The next regular issue will be in May 2019 (JCV 5-1).
The First Global Conference on Creating Value was held in May 23–24,
2018, at De Montfort University in Leicester, UK. Our journal was a sponsor of
the conference. This conference was a resounding success, leading to the forma-
tion of the Creating Value Alliance, creatingvalue.co. The Second Global con-
ference on Creating Value will be held at New York’s Fordham University
Gabelli School of Business, on May 14–15, 2019. Prof. Sertan Kabadayi is the
co-chair along with Gautam Mahajan.
A JCV Board meeting was held on May 23, 2018, at Leicester, UK, at De
Montfort University. Present were Moshe Davidow, Israel; Christian Gronroos,
Finland; Youji Kohda, Japan; Lucio Lescano, Peru; Irene Ng, UK; David Pinder,
UK; Jaideep Prabhu, UK; Peter Stokes, UK; Steve Vargo, USA; and Gautam
Mahajan, India. Special invitees were Cristina Mele, Italy; Marek Jablonski,
Poland; and Martijn Rademakers, The Netherlands.
The journal inducted Dr Cristina Mele of University of Naples ‘Federico II’,
Italy; Dr Jaideep Prabhu of Cambridge University, UK; and Dr Denis Harrington
of Waterford Institute of Technology, Ireland, into the Editorial Board.
The Board is announcing a special issue for November 2019 (JCV 5-2) on
Organisational Agility & Value Creation. Martijn Rademakers and Peter Stokes
are the guest editors.
The Board thanks all of you for your continued support and asks you to join
the Creating Value Alliance (creatingvalue.co), for both practitioners and
academics.
Gautam Mahajan
Founder Editor
Introduction to the Special Issue
(Singh et al., 2017). Other examples are the Bionic Bar of the new Royal
Caribbean cruise ship Quantum of the Seas, with robot bartenders.
Further developments include social robots that can express emotions, hold a
complex conversation with human beings, understand the moods of the person
with whom they are interacting and establish social relations. They perform
more socially engaging tasks (e.g., health promotion, consoling) and take the
roles of companions, collaborators, partners, pets or friends as well as assistants,
helpers, servants and butlers (Cai et al., 2018; Wirtz et al., 2018). By showing
empathy and emotion and enacting social bonds, they foster value co-creation
and actors’ well-being. An example of a social robot is Romeo, developed by
Softbank. Designed to assist older adults and those who are losing their
autonomy, this robot can learn about all its patient’s habits and also assist them
in emergency tasks.
In each of these examples, automated interactions can reliably support
customers’ activities and prompt their engagement. These interactions will not
wholly replace human relationships, but offer the advantage of combining both
different modes, human and non-human, in order to push forward the opportunities
for amazing experiences and value co-creation. In addition, smart technologies
will create more opportunities for human actors to move into more fulfilling and
productive roles.
However, there are not only positive benefits. Cai et al. (2018) have
highlighted that there are also undesirable consequences, ‘such as a loss of
privacy, stigma of disability, fear of even greater dependence, or reduced human
contact’ (p. 7). The destructive potential of new cognitive technologies lies in
preventing value co-creation practices or in worsening the well-being of some
actors. An example is Fabio, a humanoid robot employed in a supermarket in
Edinburgh to welcome customers and respond to their requests. Its performance
was not what was expected and, little by little, customers began to avoid it.
Customers and store owners said they felt uncomfortable and also a bit annoyed
by the robot. However, consistent with the human tendency to anthropomorphize—
to expect humanlike properties of that which is not human—some employees
felt sorry about the firing.
Another challenge relates to human–robot relationships (Huang & Rust, 2017;
Van Dorn et al., 2017; Wirtz et al., 2018). If robots are to enter human environments
as actors, they will need to learn to deal with humans. Social robots will have to
perceive minute social clues like facial expression or intonation, understand the
cultural and social context in which they are operating, and recognize the mental
states of people with whom they are interacting to fit their contacts to them, both
in the short term and as they develop long-standing relationships. However, this
will be difficult, as we have very few concrete models of human behaviour and
we underestimate its complexity.
There are several opportunities and challenges from analysing the role of AI as
it affects actors’ roles. How does AI affect the human agent? In which terms does
AI perform agency? Alternatively, does it have agential disposal? What is the
relationship between the human agent and the artificial agent? How will a robot
186 Journal of Creating Value 4(2)
understand the cultural and social context in which it is operating? How can a
robot be taught to understand the complexities of human social dynamics?
Besides, the concept of a texture of practices reveals the ongoing interactions and
connections in actions within interwoven practices (Gherardi, 2012; Mele &
Russo Spena, 2017): networks of heterogeneous elements, kept together by
active processes of relationships, actions and performativity (Gherardi, 2006,
2009, 2015; Nicolini, Gherardi, & Yanow, 2003). New practices convey the
social waves of new technologies in terms of the new value co-creation
opportunities that they enable. In the case of driving practices, a smart car would
not only integrate into the IoT, but also learn about its owner and its environment.
It might adjust the internal settings—temperature, audio, seat position and so
on—automatically based on the driver, report and might even fix problems itself,
drive itself, and offer real-time advice about traffic and road conditions. In the
practice of personalized medications and care, the AI will find the best treatment
plans according to patient data and provide custom-tailored solutions for patients.
By using a patient’s medical history and genetic profile, a doctor can create a
custom medication or care plan thanks to intelligent systems.
While technologies are recognized as radically altering how work gets done
and who does it, the larger impact of AI will be more in integrating,
complementing and augmenting human capabilities, not replacing them. From
the perspective of social–material entanglement, humans and AI are seen as
actively enhancing each other’s complementary strengths: the leadership,
teamwork, creativity and social skills of the former, and the speed, scalability
and quantitative dynamic capabilities of the latter. To take full advantage of this
entanglement, social, economic and technological actors have to be analysed in
terms of their deeply interwoven and emergent practices for the purpose of
better understanding value co-creation. The separation between actors (i.e.,
providers, customers, machines, etc.) needs to be overcome, and a strict logic of
closeness has to be assumed, linking together a broader constellation of other
value co-creating actors (both human and non-human). As a result, new
co-creation practices will arise through the understanding of how humans can
most effectively augment machines, how machines can enhance what humans
do best, and how business processes can be redesigned to support partnerships
and interconnections. Most activities at the human–machine interface require
people to do new and different things (such as train a chatbot), to do things
differently (use that chatbot to provide better customer service) and to develop
new skills and capabilities (read and analyse a huge amount of data).
Scholars and practitioners should address how different actors become
embedded and engaged in actions, as well as how they use and integrate tools,
symbols and other resources in a way that lets new social, physical and cyber
practices emerge and change.
How can we figure out the connections in actions involving both human and
non-human elements, which are interwoven in a texture of interconnected
practices? What is the role of the context in which social and technological
connections occur among a group of actors? How will AI enable or hinder the
texture of practices? How can we address the multiple dimensions of practices:
social, cultural, cyber, physical and so on?
Introduction to the Special Issue 189
to McLuhan, every new medium generates in its users a form of enthusiastic amaze-
ment, but also stupidity concerning how this medium works and what its character-
istics are; this explains the passivity of users/consumers. It was like that for the
telephone, the radio, the cinema and the television, and then for the computer and
the web.
We ask for new concepts, which, as Deleuze would say, have to be
‘constructed’ also by recycling old ones, but with the awareness that they must
serve to dismantle reality—which is never a given, it is never ‘natural’, but, as
Berger and Luckmann (1967) address, is a social and, by now, technological
construction.
There is a need to stimulate a more systematic discussion in a more profound
way than what happens today, trying to foresee how the AI landscape is evolving
around us, to design scenarios never explored before and to open new possibilities.
In the first place, it is necessary to say that what we call AI is a vast world of
different technologies and algorithms, some of which evolve continuously,
through training models and machine learning. And it is precisely in this
direction that AI technology is growing more and more thanks to machine-
learning technologies. The potentials and the possible applications of structured
algorithms, able to understand, interact and learn ‘autonomously’, are truly
endless, and they are becoming more and more numerous. In the business
context, the positive trend of this sector is very fertile and promises to continue
in the coming years, supporting the growth of many start-ups. The world is
moving towards hyper-technological and increasingly connected scenarios, but
the real value is still in human experience and in the ability of people to imagine
the future.
Technology evolves and allows us to do things faster and more efficiently, to
access opportunities all over the world, to have information in real time, when
we need it and where we need it. However, if we look carefully, what is
happening has little to do with technology? What is happening has, instead, a lot
to do with the imagination, that is, ‘the ability to create images that configure a
possible reality in mind’ (Oxford Dictionary). Imagination, therefore, implies
the sense of giving shape to a hypothetical future, and technology, however,
futuristic it may be, is an enabling factor and nothing more, an instrument in the
hands of human beings. We are then free to use it well or badly, to improve our
life or to make it worse.
The Fourth Industrial Revolution (based on cyber-physical systems) enables
imagination and potential: the first in our head, the second in our hands.
Multiple challenges arise from such revolutions, especially with reference to
the cognitive and emotional load that change of this magnitude creates for the
individuals involved, and a plethora of legal, ethical and technical questions
coming from the use of intelligent robotics. Technology is moving faster than
our ability to understand it, and there is no consensus on what is ethical. It is not
just the lawmakers who are not well-informed, the originators of the technolo-
gies themselves do not understand the full ramifications of what they are
creating.
As Thomas Jefferson said in 1816,
192 Journal of Creating Value 4(2)
Laws and institutions must go hand in hand with the progress of the human mind. As
that becomes more developed, more enlightened, as new discoveries are made, new
truths disclosed, and manners and opinions change with the change of circumstances,
institutions must advance also, and keep pace with the times.
In taking note of this inadequacy, and of the irreversibility of these processes and
dynamics, we note the concrete risk of focusing attention exclusively on the
technological dimension and, more generally, on the application, underestimating
once again the dimension concerning people, the system of relationships, the social
and cultural context. It is necessary to overcome the divide between the human and
the technological and to rethink the complex relationship between natural and
artificial, by recognizing the entanglements and connections in action. We need to
facilitate the transition from Industry 4.0 to Society 4.0.
The articles in this special issue are a contribution in the effort to address
how AI and cognitive technologies can affect value co-creation processes.
Kaartemo and Helkkula conduct a systematic literature review on the topic to
advance theoretical analysis of AI and robots in value co-creation. Harwood,
Boomer and Garry explore the processes let’s play players engage in to transform
and extract value from content generation, and the roles of firms in its
development. Amitrano, Gargiulo and Bifulco analyse the role of digital
technologies in cultural organizations to foster customer engagement. Siddike
and Kohda develop a service-system framework in which people interact with
cognitive assistants (CAs) for co-creation of value. Hasan, Kurose and Yuuko
introduce an ICT solution which enables the supporters of dementia patients to
provide useful information or hints to the concern parties (family member, etc.).
Cristina Mele
Guest Editor
University of Naples Federico II, Naples, Italy
with
Tiziana Russo Spena
University of Naples Federico II, Naples, Italy
Silvia Peschiera
IBM, Italy
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Commentary
As Mele, Russo-Spena and Peschiera (in press) argue, academia has been lagging
behind when it comes to understanding how smart technologies influence value
creation. In our research, we have encountered this in two ways: (a) previously
static actor roles are increasingly pointless, indicating a need to reconsider what
an actor is and (b) limited understanding exists about how actors engage in
resource contributions, through resource integration, that creates value.
First, as digitalization drives universal connectivity (Storbacka, 2018), actors
can be present in other actors’ processes continuously, which blurs the previously
strict actor roles. Based on the idea of generic actors that have ownership of, or
access to resources and participate in resource integration with other actors in a
market system (Vargo & Lusch, 2011), Storbacka, Brodie, Böhmann, Maglio, and
Nenonen (2016) argued that the previously strict roles of producer versus con-
sumer or seller versus buyer are fleeting as actors can have different roles. An
actor-to-actor perspective effectively renders useless clearly specified and static
actor roles (Kjellberg, Nenonen, & Thomé, 2018).
Furthermore, a focus on human actors alone ignores the impact of technolo-
gies. Building on a sociomateriality discourse, which views the human and social
dimension interwoven with materiality and technologies (Cecez-Kecmanovic,
Galliers, Henfridsson, Newell, & Vidgen, 2014; Orlikowski & Scott, 2008),
Storbacka et al. (2016) argue that advances in autonomous technologies provide
increasing opportunity for reshaping actor-to-actor interaction. Hence, they argue
that ‘actors need to be viewed not only as humans, but also as machines/technolo-
gies, or collections of humans and machines/technologies, including organiza-
tions’ (Storbacka et al., 2016, p. 3010). Machine learning enables smart machines
to act without being explicitly programmed (Cearley, Burke, & Walker, 2016).
These machines offer opportunities to deliver autonomous (or semi-autonomous)
‘actants’ (autonomous actors act as agents for human beings) including robots,
autonomous vehicles, smart vision systems, virtual customer assistants and smart
agents.
Second, more efforts are needed in understanding both how actors contribute
resources and what resource integration means. Importantly and as noted by
Bingham and Eisenhardt (2008), it is not the attributes of resources that make
them valuable, but the linkages between them. Hence, the value of resources is
determined only when they are integrated with other resources, key to this is the
idea of actor engagement: to improve value creation, focal actors need to focus on
Nenonen and Storbacka 197
Suvi Nenonen
Professor
University of Auckland Business School
Graduate School of Management, Auckland, New Zealand
Kaj Storbacka
Professor, Markets and Strategy
University of Auckland Business School
Graduate School of Management, Auckland, New Zealand
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Commentary
Challenges’
The invitation to provide a short commentary for the editorial article of this spe-
cial issue required rethinking the familiar as well as delving into novel areas.
Mele, Russo Spena and Peschiera’s ‘Value creation and cognitive technologies:
Opportunities and challenges’ unfolds in seven acts. The first act is where we
confront the fact that new technologies (such as artificial intelligence [AI]) with
human-level and superhuman-level capabilities can be used in positive and nega-
tive ways. The second act is, where we as service researchers, in light of the
negative possibilities, are asked to re-examine our central phenomena, the posi-
tive study of ‘service as value co-creation’. The following three acts examine
‘actors, resources and practices,’ three conceptual components of value proposi-
tions that are essential to the study of service as value co-creation. In light of these
re-examinations of the familiar, the sixth act offers an unfamiliar (to most service
researchers) path forward ‘a post-humanist epistemology and post-phenomenol-
ogy’. In the seventh and final act, we are served no resolution, but instead reminded
that ‘laws and institutions must go hand in hand with progress of the human mind’
including advanced technologies. Overall, I found the article stimulating and
thought-provoking.
As an overlay on this editorial, augmenting these seven acts, consider the
following. First, organizations, such as nations, have had super-human capabilities
for centuries and have used those capabilities in both win-win (positive) and win-
lose (negative, at least from one party’s perspective) ways throughout history.
Both organizations and technologies are things that make us smart (amplify our
capabilities), and both can be used for positive and negative purposes relative to
some actor’s perspective (Norman, 1994). Second, the logic of win-win (non-
zero-sum mechanisms, or service as value co-creation interactions between
entities [actors]) can have both short-term (value in context) and long-term
(capability increases) outcomes (Wright, 2001). Third, fourth and fifth, smart
technologies, such as AI, enable resources (like cars and smartphones) to become
more actor-like, with practices of their own—in the so-called machine-to-machine
economy (Arthur, 2011). Overlaying and augmenting the sixth act, sociomateriality
can be seen as a reframing of earlier epistemological inquiries into the entanglement
between the natural and artificial worlds (Simon, 1996). Seventh, while the future
is unpredictable, advances in science, management, engineering, design, art and
public policy, as entangled systems of systems, along with improved
multidisciplinary model simulation tools offer a framework for benefitting from
200 Journal of Creating Value 4(2)
accelerating change (Kline, 1995). This overlay highlights that while much is
new, at the same time the positive and negative aspects of capability change of
entities (actors) has been a recurring theme throughout human history.
As service researchers tackle the wide range of important questions that are
explicitly listed in each of the seven acts of the editorial article, one additional
concept that needs to be highlighted is responsibility (Pakkala & Spohrer, forth-
coming). Animals and small children have agency and cognitive abilities, but do
not have sufficient cognitive capabilities or standing in the law to be held respon-
sible for their actions by institutions of law. Similarly, it will be quite some time
before AI systems have the cognitive capabilities to be held responsible for their
actions. This point about cognitive capabilities required for agency in intentional
value co-creation came up in a commentary I wrote seven years ago (Spohrer,
2011; Vargo & Lusch 2011). The concept of responsibility is an important one in
service science, related to the concepts of ‘reputation and identity,’ but responsi-
bility is under studied.
When asked to define service science recently, I responded that service science is:
[T]he study of the evolving ecology of service system entities, their capabilities, con-
straints, rights, and responsibilities, including their value co-creation and capability
co-elevation mechanisms. Service systems are defined as dynamic configurations of
resources (people, technology, organizations, and information) interconnected by value
propositions. All service system entities have a focal resource, which is a person with
rights and responsibilities.
The service science and service-dominant logic literatures have shown a clear
trend towards increased focus on responsibilities and institutions in value co-
creation processes (Spohrer 2018, slides 7–13). This same presentation also
includes a roadmap (slide 22 and 23) that suggests the solution to AI cognitive
capabilities for responsibilities is well over a decade away, with many important
pre-cursor capabilities such as AI with episodic memory and common sense rea-
soning. These are hard, unsolved AI problems remaining. In the meantime, we
can expect more and more capable social robots on the front line of service inter-
actions, and industrial robots working in the backstage of service systems.
Developing trust, transparency and explainability of AI models that increasing
run aspects of the world is an important priority for industry and government
today (Cohen & Granade 2018).
Thanks again to the authors of the editorial for a stimulating and thought-pro-
voking article, and the invitation to share a few reflections on value co-creation
processes in an AI era. The questions they raise in their editorial provide the basis
for years of exciting transdisciplinary service research.
Jim Spohrer
Guest Editor
IBM, USA
Spohrer 201
References
Arthur, W. B. (2011, October 4). The second economy. McKinsey Quarterly, 90–99.
Cohen, S. A., & Granade, M. W. (2018, October 1). Models will run the world. The Wall
Street Journal. Retrieved from https://www.wsj.com/articles/models-will-run-the-
world-1534716720
Kline, S. J. (1995). Conceptual foundations for multidisciplinary thinking. Palo Alto, CA:
Stanford University Press.
Norman, D. A. (1994). Things that make us smart: Defending human attributes in the age
of the machine. New York, NY: Basic.
Pakkala, D., & Spohrer. J. (forthcoming). Digital service: Technological agency in service
systems. Paper presented at the Hawaii International Conference on System Science,
Maui, HI.
Simon, H. A. (1996, September). The sciences of the artificial (3rd ed). Cambridge, MA:
MIT Press.
Spohrer, J. C. (2011). On looking into Vargo and Lusch’s concept of generic actors in
markets, or ‘It’s all B2B … and beyond!’. Industrial Marketing Management, 40(2),
199–201.
Spohrer, J. (2018, September 8). A service science perspective on opentech artificial
intelligence (slides 7–13). Plenary at Frontiers in Service Conference. Austin, TX:
Frontiers in Service. Retrieved from https://www.slideshare.net/spohrer/frontiers-
open-techai-20180910-v5
Vargo, S. L., & Lusch, R. F. (2011). It’s all B2B … and beyond: Toward a systems
perspective of the market. Industrial Marketing Management, 40(2), 181–187.
Wright, R, (2001). Nonzero: The logic of human destiny. New York, NY: Vintage.
Commentary
Mele et al. (2018) raise a number of important points in their editorial. Of particu-
lar interest is how technology and humans are linked and what role each plays in
value cocreation. The issue can actually be considered as part of a bigger issue:
the tendency for humans to alienate all things that are not human, that is, the idea
that there are dynamic, rational humans and related social systems and then there
is all else, such as inanimate objects (usually including technological artefacts)
and the natural world.
The roots of this conceptual alienation can most likely be traced back to The
Enlightenment (Porter, 2001) and, in that context, this separation probably served
a very useful purpose of providing a perspective on the control of human destiny,
both singly and collectively. However, like all perspectives, it came with a price:
a restricted vision. In this case, it privileges humans and, thus, overstates their
role. A particular and somewhat paradoxical case of this alienation is the human–
technology divide. Though created by humans, once created, technology is often
seen as something ‘out there’, apart from humans, part of the natural environment
and, thus, also alienated.
But it no more makes sense to divide the world ontologically into humans and
nature—what is more ‘natural’ than people—than it does to conceptualize tech-
nology as something extra-human, the idea that we can act on technology but it
cannot have agency or act on us. As Mokyr (2002) tells us, technology is applied
useful information (see also Arthur, 2009). It is, thus, integral to all human inter-
actions for value cocreation. As Mele et al. (2018) point out, humans and technol-
ogy are entangled and, thus, inseparable, except perhaps for analytical purposes,
and even then caution should be exercised.
Technology is also at the root of service provision-dominant (S-D) logic (e.g.,
Vargo & Lusch, 2016, 2017), indirectly introduced by Mele et al. (2018), in the
discussion of value cocreative processes. In S-D logic, ‘service’—using one’s
resources for another’s benefit—captures the essential interaction among actors
for value creation. Technology, as noted, is defined in terms of applied resources
(i.e., useful knowledge). Hence, service equals technology used beneficially.
As Akaka and Vargo (2013) have argued, based on S-D logic, technology is an
‘operant resource’—it is capable of acting on other resources to provide benefit
(i.e., creating value). S-D logic is most often thought of in terms of its applicabil-
ity to human-centred activities through service ecosystems, its unit of analysis for
value cocreation. However, service provision in service ecosystems is intertwined
with the service of ‘natural’ systems—ecosystem services (Schumacher, 1999)—
thus should be seen as more generally applicable (Vargo & Lusch, 2017).
Vargo 203
Even more generally, the issue raised by Mele et al. is, as stated, tied to the
nature versus agency divide—the idea that only humans have agency. It is becom-
ing progressively recognized, that the position that agency can be singly privileged
to humans is untenable (Latour, 2005; Orlikowski & Scott, 2008; Scott, 2008;
Vargo, 2019). Perhaps this is especially apparent in an increasingly connected
world, but it is no less the case before the Internet of things (IoT) and does not
apply just to higher technology. It is just indefensible to claim that naturally occur-
ring systems, such as fire and weather, do not have agency, except perhaps in a very
restricted sense of making conscious intent as a condition of agency.
Arguably, it is also indefensible to assert that humans are as consciously inten-
sional as is often asserted. At least as a general rule, don’t humans mostly perform
in accordance with institutional structures, such as social norms and attitudes,
rather than through situationally specific, intensional decision making, as it is
often depicted (Simon, 1969)? Are we really as rational as we would like to think?
Either way, what is accomplished by reserving the concept of agency for humans?
Often, this conceptualization of extra-human agency is discussed in relation to
‘materiality’ or, especially as it relates to technology, ‘sociomateriality’ (e.g.,
Orlikowski & Scott, 2008) but it is actually a broader issue. More generally, it is
‘institutional structure’ that must be considered as the prime mover in the issue of
agency, at least as it relates to value cocreation. That structure can take many
forms; it can be virtual as well as material. In the social world, we see these struc-
tures in term of norms, rules and laws. In the natural world, we see them as the
ʻlawsʼ and other forces of nature. In both cases, they have enabling and restricting
characteristics and, most importantly, they are both, similarly, systemically gener-
ated and entangled with each other.
The bottom line of this discussion is that value cocreation takes place in self-
regulating service ecosystems, usually conceptualized in terms of human actors
and their institutions. However, these systems are elements of larger ecosystems,
often categorized as natural, which provide ecosystem service and are also self-
regulating. Thus, understanding value cocreation as well as related issues, such as
sustainability, requires the diminution, if not dismissal of the human/social-natu-
ral divide and a fuller understanding of the role of self-regulation in systems.
Of particular importance is the role of institutions, including both those classified
as natural and ‘artificial’ (Simon, 1969), and especially their interaction.
Progress in technology and the related concerns they raise force us to zoom out
to this more encompassing perspective. Mele et al. as well as the authors of the
special issue on technology and value cocreation should be commended for con-
tributing to this conversation.
Stephen L. Vargo
Guest Editor
University of Hawai‘i at Mānoa
Honolulu, USA
204 Journal of Creating Value 4(2)
References
Akaka, M. A., & Vargo, S. L. (2013). Technology as an operant resource in service (eco)
systems. Information Systems and e-Business Management, 12(3), 367–384. doi:
10.1007/s10257-013-0220-5
Arthur, W. B. (2009). The nature of technology: What it is and how it evolves. New York,
NY: Free Press.
Latour, B. (2005). Reassembling the social: An introduction to actor-network-theory.
Oxford: Oxford University Press.
Mokyr, J. (2002). The gifts of Athena: Historical origins of the knowledge economy.
Princeton, NJ: Princeton University Press.
Orlikowski, W. J., & Scott, S. V. (2008). Sociomateriality: Challenging the separation of
technology, work and organization. Academy of Management Annals, 2, 433–474. doi:
10.1080/19416520802211644
Porter, R. (2001). The enlightenment. New York, NY: Palgrave Macmillan.
Schumacher, E. F. (1999). Small is beautiful: Economics as if people mattered: 25 years
later ... with commentaries. Vancouver: Hartely & Marks Publishers.
Scott, W. R. (2008). Institutions and organizations: Ideas and interests. Los Angeles, CA:
SAGE Publications.
Simon, H. A. (1969). Sciences of the artificial. Cambridge, MA: MIT Press.
Vargo, S. L. (2019). Service-dominant logic: Backward and forward. In R. F. Lusch & S. L.
Vargo (Eds.), Sage handbook of service-dominant logic. London: SAGE Publications.
Vargo, S. L., & Lusch, R. F. (2016). Institutions and axioms: An extension and update of
service-dominant logic. Journal of the Academy of Marketing Science. doi:10.1007/
s11747-015-0456-3
———. (2017). Service-dominant logic 2025. International Journal of Research in
Marketing, 34(1), 46–67.
Commentary
It is well acknowledged that technology has created much disruption and continues
to do so. The Internet has globalized digital services and connectivity has brought
about low coordination costs resulting in the rise of firms that coordinate informa-
tion rather than selling goods and services such as Uber (car sharing), Airbnb
(accommodation sharing) and Facebook (content sharing). The Internet is evolving
from merely a tool or a medium of communication into a pan-geographical space of
its own with its own citizenry and with information and data exchange as its primary
good. Digital technology has led to the accelerated development of ‘superstar firms’.
These pan-geographical tech giants, operating with the ability to arbitrage on every
regulation, can shift revenues as easily as shifting virtual servers as well as move
information and data around to leverage on every kind of technology located any-
where in the world. Even as Amazon buys up physical stores like Whole Foods, the
Internet is now coming out of the box, creating social-cyber-physical objects out of
many things from white goods to doors, from clothing to trains.
As the world moves to adopt more technology such as AI, edge and machine
learning algorithms, questions are being asked about the traditional factors of pro-
duction that were constructed in the pre-Internet days. Inputs such as capital,
labour, technology, the role of the firm and the economic ecosystem that they oper-
ate within are showing weaknesses in their ability to adapt to some of the changes.
Future of work: Scholars and policymakers are espousing greater fears about
technology that is automating work and eliminating jobs, despite the absence of
a clear estimated impact of technological progress on job losses. Job automation
estimates vary widely; according to the World Bank, 7–47 per cent of jobs in the
United States are at risk of being automated (WDR, 2010). Using a task-based
approach, the Organisation for Economic Co-operation and Development
(OECD) estimates the job automatibility for 21 OECD countries is at 9 per cent
(Arntz, Gregory, & Zierahn, 2016). Some scholars have proposed that work will
move to more judgement and empathy-based work. Autor, Levy, and Murnane
(2003) studied the change of work content by analysing changes in labour input
towards various tasks. They found that the labour input into work requiring
more routine tasks declined between 1970 and 2010. On the other hand, Deming
(2015) showed the growing importance of social skills in the US labour market
between 1980 and 2012. Indeed, since 2001, the share of occupations intensive
in nonroutine cognitive and socio-behavioural skills has increased from 33 to 41
per cent in advanced economies (World Bank, 2018). Others have proposed that
AI and tech are complementary and technology would be more productive as a
result of extended intelligence. For example, vast improvements in the
206 Journal of Creating Value 4(2)
efficiency of machines used for metal cutting and processing in the 1970s led to
increased productivity of machinists, operators and other workers in the indus-
try (Acemoglu & Restrepo, 2018). Acemoglu and Restrepo (2018) refer to this
facet of automation advances as the ‘deepening of automation’, since it is inten-
sifying the productive capacity of existing machines.
The changing nature of work due to the advent of technology and AI is cur-
rently framed as the substitution of jobs (labour) with technology. Such neoclas-
sical economic approach does not fare well in much of today’s industries of
hybrid digital and physical assets nor industries that are fully digital (Keen,
2001), where production functions may not exist and products exhibit increas-
ing returns to scale. Instead, we argue that as technology and connectivity
become more pervasive, another phenomenon is at play that creates a more
nuanced role of the relationship between technology, that is, the firm and labour.
Less workers, more gigs: Forbes reports that in the United States, more than
one-third of the workforce (55 million people) have given up being the tradi-
tional worker and opted for ‘freelancing’, that is, contributing to the ‘gig’ econ-
omy.1 Such ‘gigs’ are flexible arrangements between the worker and the firm
and they are often contracted as independent contractors or consultants, tasked
to complete a project or work for a certain period of time (Friedman, 2014).
Worldwide, the total freelancer population is estimated at around 84 million or
less than 3 per cent of the global labour force of 3.5 billion. The relationship
between the worker and the firm is changing and there are concerns about lower
wages and higher economic risks for the workers, particularly income stability
and traditional forms of employment protections including pension plans, health
insurance and paid leaves (World Bank, 2018). However, increasing opportuni-
ties for these flexible types of work enable more women to participate in the
labour force and may provide additional income to smooth earning fluctuations
for secondary earners (World Bank, 2018).
More gigs, more entrepreneurs: Gigs and entrepreneurial activities are corre-
lated (Burtch, Carnahan, & Greenwood, 2018). Studies have argued that entrepre-
neurial activity has increased in the gig economy because of the availability of
slack resources that can be directly reused for entrepreneurial activities (Agrawal,
Catalini, & Goldfarb, 2015; Richtnér, Åhlström, & Goffin, 2014). Additionally, it
has also been suggested that the potential entrepreneur, unburdened by constraints
in resources, may exploit new opportunities serendipitously (George, 2005; Shah
& Tripsas, 2007; Voss, Sirdeshmukh, & Voss, 2008). In other words, gig-economy
employment may encourage entrepreneurship because there are sufficient
resources to do so, as they have some financial security, and yet have greater flex-
ibility with their time (Swarns, 2014), and could potentially reuse the resources
they employ to fulfil their gigs (Greve, 2007; Kerr, Nanda, & Rhodes-Kropf,
2014; Shah & Tripsas, 2007).
We propose that the rise of technology is strongly correlated with more gig
workers and the rise of entrepreneurialism is not a coincidence, but a subtle
trend where the global labour force attempts to ‘corporatize’ itself, that is,
worker-becoming-a-firm that is owner managed, either through independent
contracting or entrepreneurship, in the efforts to increase opportunities for
Ng 207
The firm is not an individual. It is a legal fiction which serves as a focus for a complex
process in which the conflicting objectives of individuals (some of whom may ‘repre-
sent’ other organizations) are brought into equilibrium within a framework of contrac-
tual relations. In this sense the ‘behavior’ of the firm is like the behavior of a market;
i.e., the outcome of a complex equilibrium process. We seldom falI into the trap of
characterizing the wheat or stock market as an individual, but we often make this error
by thinking about organizations as if they were persons with motivations and intentions.
Since the firm is a multitude of contracts with the owners of labour, material and
capital inputs and the consumers of outputs, why is it assumed that technology is a
resource of only firms? In acquiring technologies and AI bots of the future, why
might the firm be the only actor owning such a resource? Within the firm’s internal
market, technology could be owned by workers (much like a smartphone or a laptop
could be, if not provided by the firm). A natural argument would be that the current
structure of markets and the economy privileges the firm as the owner of capital,
technology and labour. However, with the rise of digital platforms and lowered coor-
dination costs, we argue that the boundaries between the firm and labour are increas-
ingly becoming blurred with workers ‘mimicking firms’. Today, firms with a variety
of corporate ownership structure from an owner-operated contractor to a start-up and
an independent consulting firm is commonplace. Mimicking a firm gives a worker
certain privileges—the ability to solicit capital, acquire technology and contract fur-
208 Journal of Creating Value 4(2)
ther labour as assistance—all resources that are set within a legal framework and an
institutional structure that accord a multitude of benefits, but also encompass risks.
Consequently, we argue that creating a dichotomy between business contracts with
independent contractors (as firms) and wage contracts (as labour) would be unhelp-
ful. Workers can be entrepreneurs and contractors (with business contracts as well as
contract on wages) and they should be able to choose the contract to suit their circum-
stances. In such cases, what is needed is better approaches towards understanding
firms and the diversity of ownership structures so that the equivalent of social insur-
ances can be set in place for owner managers of such firms as well as the way such
owner operators can acquire capital, debt and technology as they improve their
‘human’ capital. Hybrid forms of an actor in the marketplace (whether as a firm or as
a worker) suggest a new approach to the understanding of work through business and
wage contracts (Jensen & Meckling, 1976). Indeed, there is an urgent need to re-
evaluate the role of the firm and labour markets within the firm as well as outside the
firm. From the technology perspective, a hybrid actor that can be both firm-like and
labour-like may be socially optimal particularly from the perspective of resource
acquisition. In particular, it enables the resources generated by technology and AI to
be appropriated by both the firm as well as by the hybrid worker/firm, much like the
way workers already own their own smartphones, laptops and various technologies.
Early papers have proposed multiple ownership and production function models
where individual ownership of resources are not only possible but have also been
encouraged in some community models (Shapley & Shubik, 1967). Technology and
AI under the ownership of a hybrid worker/firm actor could drive innovation in more
optimal ways including a market for AI consumer or tech consumer that could sup-
port better work and productivity of firms. In short, externalizing technology to
labour markets within the firm might be an alternative model to primary technology
input into firms from outside markets.
Figure 1. Generic Actors in the Market Where Actors Can Choose to Contract as
Labour or as a Firm
Source: The author.
Ng 209
Irene Ng
Professor of Marketing and Service Systems and Director of HATLAB,
WMG, University of Warwick.
Note
1 https://www.forbes.com/sites/brianscudamore/2018/05/09/how-the-gig-economy-
is-fueling-a-new-type-of-entrepreneur/#8d995806e117
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(Working Paper No. 24196). Cambridge, MA: National Bureau of Economic Research.
Agrawal, A., Catalini, C., & Goldfarb, A. (2015). Slack time and innovation (Working
Paper 21134). Cambridge, MA: National Bureau of Economic Research.
Arntz, M., Gregory, T., & Zierahn, U. (2016). The risk of automation for jobs in OECD
countries: A comparative analysis (OECD Social, Employment and Migration Working
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change: An Empirical Exploration. Quarterly Journal of Economic, 118(4), 1279–
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gig economy. Review of Keynesian Economics, 2(2), 171–188.
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Corporate Change, 16(5), 945–975.
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handle/10986/30435
Article
Valtteri Kaartemo1
Anu Helkkula2
Abstract
As artificial intelligence (AI) and robots are increasingly taking place in practical
service solutions, it is necessary to understand technology in value co-creation.
We conducted a systematic literature review on the topic to advance theoretical
analysis of AI and robots in value co-creation. By systematically reviewing 61 AI
and robotics articles, which have been published in top marketing and service
research journals, we identified four themes in literature, namely, generic field
advancement, supporting service providers, enabling resource integration between
service providers and beneficiaries, and supporting beneficiaries’ well-being. With
the identification of the first set of literature on AI and robots in value co-creation,
we push forward an important sub-field of value co-creation literature. In addition,
to advance the field, we suggest building on actor–network theory and science and
technology studies to understand the agency of technology in value co-creation.
Considering that technology has agency, it opens new interesting research avenues
around shopping bots and human-to-non-human frontline interaction that are likely
to influence resource integration, customer engagement and value co-creation in
the future. We also encourage our colleagues to conduct postphenomenological
research to be better geared for analysing how technology (including AI and robots)
mediates the individual experience of value.
Keywords
Value co-creation, artificial intelligence, robot, technology, service, marketing
1
Turku School of Economics, University of Turku, Turun Yliopisto, Finland.
2
Hanken School of Economics, Department of Marketing, CERS—Centre for Relationship Marketing
and Service Management, Helsinki, Finland.
Corresponding author:
Valtteri Kaartemo, Turku School of Economics, University of Turku, Turun Yliopisto 20014, Finland.
E-mail: valtteri.kaartemo@utu.fi
212 Journal of Creating Value 4(2)
Introduction
Technology has become an integral part of our lives. Smartphones wake us up and
automatic toasters prepare our breakfast. Increasingly, the machines that we
employ mimic cognitive functions of humans and can be programmed to carry out
a complex set of actions automatically (robots). By accessing one’s calendar,
analysis of sleep and learning from prior morning routines, technology knows
when it is a good time for technology to start preparing breakfast. As service func-
tions based on AI and robots become more common in markets and everyday
lives, they are likely to change the way value is co-created and experienced.
Mainstream marketing has been criticized of being incapable to study fast,
technology-induced changes in markets, as it is ‘underlying assumptions behind
the conceptualizations of markets are rather static and mechanistic’ (Vargo et al.,
2017, p. 260). Therefore, Vargo et al. (2017) argue that a systems perspective on
markets, building on service-dominant (S-D) logic, would create a more realistic
understanding of how technology shapes behaviour, experiences and markets, as
well as the dynamics of value co-creation—the joint activities of multiple actors
through which value emerges.
S-D logic’s conceptualization of value refers to a change in the viability of a
system (Vargo, Akaka, & Vaughan, 2017; Vargo & Lusch, 2017). This systems-
oriented conceptualization captures the nature of value through four propositions:
(1) value is phenomenological: it is experienced differently by various actors in
various contexts; (2) value is always co-created: it is created through the integration
and exchange of resources among multiple actors; (3) value is multidimensional: it
is made up of individual, social, technological and cultural components and (4)
value is emergent: it comes into existence through relationships between an actor
and the system.
While more systems-oriented thinking to value co-creation has been suggested
for a decade (Vargo, Maglio, & Akaka, 2008), the actual interaction between a
customer and a firm is still perceived the central locus in services marketing
(Echeverri & Salomonson, 2017). In other words, there is more interest in value
co-production—direct contact between a service provider and a beneficiary—
rather than value co-creation that also takes into account market practices and
other institutional arrangements that guide actors in service processes (Pohlmann
& Kaartemo, 2017). And while scholars agree that technology has changed human
behaviour, there has been more interest in understanding human-to-human inter-
action (Fairfield, 2015) than human-to-non-human resource integration (Gidhagen
et al., 2017) in value co-creation.
As AI and robots are increasingly taking place in practical service solutions, it
is necessary to understand technology in value co-creation. Moreover, we expect
more research on human-to-non-human resource integration and non-human
agency among AI-enabled autonomous robots in the future. Therefore, we decided
to conduct a systematic literature review on the topic to advance theoretical analy-
sis of AI and robots in value co-creation. In order to contribute to future research,
Kaartemo and Helkkula213
our research question is: What is the current state of the art of AI and robots in
value co-creation in marketing and service research?
To answer the question, we systematically reviewed 61 articles in top marketing
and service research journals that refer to AI and robots. We classify the current
conceptual and empirical evidence and suggest a future research agenda to advance
the field. With the identification of the first set of literature on AI and robots in value
co-creation, we push forward an important sub-field of value co-creation literature.
Methodology
This study employs a systematic literature review as its methodology. The review
method is essentially based on the guidelines offered by Booth, Papaioannou, and
Sutton (2012). We also follow the method by Mustak, Jaakkola, Halinen, and
Kaartemo (2016) with three consecutive stages: literature search, assessing the
evidence base, and analysing and synthesizing the findings.
We selected the publications for the review in two stages (Table A1). In Stage 1,
we scanned the Web of Science database. First (Stage 1.1), we looked for five key-
words in the title, abstract or keywords (TS = Topic), namely, artificial intelligence,
machine learning, deep learning, neural network and robot (580,671 articles), In
Stage 1.2, we focused on the journals that were most likely to discuss AI and robots
in value co-creation, that is, articles published in top marketing and service journals
(SO = Publication name): Journal of Marketing, Journal of Marketing Research,
Journal of Consumer Research, Marketing Science, Journal of the Academy of
Marketing Science, Journal of Retailing, Journal of Business Research, Marketing
Letters, International Journal of Research in Marketing, Journal of Product
Innovation Management, Journal of Service Research, Journal of Services Marketing,
Service Industries Journal, Journal of Service Management (formerly International
Journal of Service Industry Management), Journal of Service Theory and Practice
(formerly Managing Service Quality), and Service Science (altogether 31,019 arti-
cles). In Stage 1.3, we combined a search of these five keywords in the title, abstract
or keywords, namely, artificial intelligence, machine learning, deep learning, neural
network and robot with the above mentioned journals. The search resulted in 61
articles published in the top marketing and service journals that featured the five
keywords in the title, abstract or keywords. The search extended across the whole
period of time covered by the Web of Science until the end of May 2018.
In Stage 2, the suitability of the articles for the review was assessed. In case the
title and abstract did not reveal the content of the paper, the full paper was read to
determine whether the article was appropriate for this study. We used two exclu-
sion criteria. In Stage 2.1, we excluded studies in which our search words were
mentioned in the abstract or keywords but the authors did not discuss them in the
full text (Exclusion criterion 1). In Stage 2.2, we excluded the studies that had
employed AI in collecting or analysing data but did not discuss the usefulness of
the AI-based method to co-create value (Exclusion criterion 2). Ultimately, we
selected 32 articles for our final analysis.
214 Journal of Creating Value 4(2)
Then we analysed the selected 32 articles. The analysis included four steps: doc-
umenting, attaining basic understanding, coding and categorization. First, the details
of the articles were documented using Microsoft Excel including the year of publi-
cation and the journal name. Second, the selected articles were read to familiarize
with the research field and understand how the studies have developed over time.
Third, whenever content related to AI or robots in value co-creation was found, it
was annotated and coded for its message or content. We used inductive content
analysis, which is suitable for systematically interpreting the symbolic content of
written communication (Helkkula, 2011; Kolbe & Burnett, 1991). Initially, there
were eight codes: forecasting, prediction, other cognitive support, understanding
customers, customer interaction, division of tasks, conceptual field advancement
and supporting well-being. Fourth, we employed inductive and interpretive the-
matic analysis (Braun & Clarke, 2006), which is suitable for a systematic review
that aims at understanding a diverse research field (Jones, Coviello, & Tang, 2011).
We categorized the codes based on the object of technological support. In other
words, we reviewed whether AI and robots were facilitating value co-creation of the
service provider or the beneficiary. In some occasions, the codes did not refer to
either of the two original categories. For instance, ‘conceptual field advancement’
referred to studies discussing the potential of AI and robots to advance theoretical
development of marketing and service research. Also, ‘customer interaction’ did not
refer to the benefit of a service provider or a beneficiary solely but was focused on
the role of AI and robots in enabling resource integration in the value co-creation
process. As a result, we constructed four categories, namely, generic field advance-
ment, supporting service providers, enabling resource integration between service
providers and beneficiaries, and supporting beneficiaries’ well-being. The flow
chart of our systematic review is presented in Figure 1.
Number of
Knowledge Area Publications Total Percentage
Marketing 25 78
Journal of Business Research 10
Marketing Science 8
International Journal of Research in Marketing 2
Journal of Marketing Research 2
Journal of Retailing 2
Journal of Product Innovation Management 1
Service 7 22
Journal of Service Research 3
Service Industries Journal 2
Journal of Service Management 1
Journal of Services Marketing 1
Total 32 100
Findings
The thematic analysis of the papers shows four themes that describe the content
of the studies, namely, generic field advancement, supporting service providers,
enabling resource integration between service providers and beneficiaries, and
supporting beneficiaries’ well-being (Table 2). These themes were not predeter-
mined as they emerged from the reviewed articles inductively.
216 Journal of Creating Value 4(2)
Figure 2. Publication Trend by Year for Studies on AI and Robots in Value Co-creation
Note: *Signifies 2018 until the end of May.
and preferences in complex products (Huang & Luo, 2016). Other cognitive sup-
port for service providers include assessing the helpfulness of customer reviews
(Singh et al., 2017), supporting complex new product development decisions
(Thieme, Song, & Calantone, 2000), providing homogeneous segmentation solu-
tions (Boone & Roehm, 2002), selecting models (Schwartz, Bradlow, & Fader,
2014), and deciding the timing of an initial public offering (Yu & Huarng, 2013).
Edwards, Pärn, Love, and El-Gohary (2017) discuss how robots can in addition to
hard labour replace many jobs in classic engineering that require cognitive skills
and ability. Also, AI may change the division of tasks between human beings and
machinery within an organization. Huang and Rust (2018) lay out a map for the
way firms should decide between humans and machines for accomplishing
mechanical, analytical, intuitive and empathetic tasks.
Supporting Beneficiaries’Well-Being
Finally, there was one study that discusses how AI and robots can support a ben-
eficiary’s value co-creation. Čaić, Odekerken-Schröder, & Mahr (2018) identified
218 Journal of Creating Value 4(2)
six roles of socially assistive robots in an elderly person’s value network (enabler,
intruder, ally, replacement, extended self and deactivator) and links them to three
health-supporting functions by robots: safeguarding, social contact and cognitive
support. Uniquely, Čaić and colleagues offer insights for the design of robots and
technology that takes into account the beneficiary’s existing value network. Some
people may experience value co-creation in such a situation and context, where other
people experience value co-destruction. Therefore, the authors call for more holistic
studies that include a wide variety of network actors.
Number of Articles
Theme References (Percentage)
Generic field Chintagunta et al., 2016; Grewal 2 (6)
advancement et al., 2017
Supporting service 26 (81)
providers
—more accurate Agrawal & Schorling, 1996; 16 (50)
forecasting Barrow, 2016; Bejou et al., 1996;
Cui & Curry, 2005; Evgeniou,
Pontil, & Toubia, 2007; Fish et
al., 2004; Hamid & Iqbal, 2004;
Hauser, Toubia, Evgeniou, Befurt,
& Dzyabura, 2010; Hu et al., 1999;
Jalal et al., 2016; Kim, 2011; Liu
et al., 2016; Morrison et al., 1997;
Parry et al., 2011; West et al.,
1997; Yang et al., 1999
—other cognitive Boone & Roehm, 2002; Schwartz 5 (16)
support et al., 2014; Singh et al., 2017;
Thieme et al., 2000; Yu & Huarng,
2013
—understanding Dzyabura & Hauser, 2011; 3 (9)
customers Hauser, 2014; Huang & Luo, 2016
—improving division Edwards et al., 2017; Huang & 2 (6)
of tasks Rust, 2018
Enabling resource Fan et al., 2016; Glushko & 3 (9)
integration between Nomorosa, 2013; van Doorn et
service providers and al., 2017
beneficiaries
Supporting Čaić et al., 2018 1 (3)
beneficiaries’ well-being
Total 32 (100)
Kaartemo and Helkkula219
In terms of the number of publications in each theme (Table 2), there were
surprisingly only four articles discussing the role of AI and robots in enabling
resource integration between service providers and beneficiaries, or supporting
beneficiaries’ well-being. These discussions have emerged only recently in ser-
vice journals. Marketing journals have mostly focused on the theme ‘supporting
service providers’. We expected more research on how AI influences customer
engagement or on how robots influence the perceived value of service experience.
Early research seems to approach AI and robots from an organizational view with
an aim to make companies more efficient. Only more recently, scholars have paid
attention to the potential of AI and robots in co-creating value with beneficiaries.
We encourage marketing and service scholars to shift the focus towards under-
standing the roles of AI and robots in a wider context of value co-creation. In the
following, we provide a research agenda to contribute to the future research.
being fully developed in S-D logic (see Wieland, Koskela-Huotari, & Vargo,
2016, p. 223). Therefore, we need a better understanding of AI and robots in ser-
vice ecosystems. In the reviewed articles, only Čaić et al. (2018) discussed the
role of AI and robots as actors in networks or ecosystems. This suggests building
on actor–network theory (ANT) and Science and Technology Studies (STS) lit-
erature on non-human agency. Future research could focus on the following
research questions:
1. How can we better understand AI and robots as actors in service ecosystems?
2. How does human-to-human differ from human-to-non-human interaction?
3. What are the main conceptual differences between Actor-Network and a
service ecosystem?
a future in which AI-packed autonomous devices make purchasing decisions and act
more autonomously than the shopping bots suggested by Redmond (2002). For
instance, an autonomous vehicle can choose to go to an automobile repair shop on its
own based on its self-diagnostics and online reviews (by humans and non-humans) of
car maintenance services. It can alternatively decide to stop in a drive-in restaurant
based on its analysis of the passengers’ nutritional needs, estimated delivery times and
online reviews. We call this kind of a machine as Shopping bot 3.0. Autonomous
shopping devices are linked to each other over the Internet, and can hence learn from
the behaviour of other humans and other devices, and act autonomously. Consequently,
service providers must focus on algorithms and optimize their goods and service pro-
cesses also for shopping bots rather than just for humans. In the future, people may
start questioning how much of their daily purchase decisions are given out for
machines and how to ensure that these devices take into account the well-being of a
beneficiary as well as the viability of a wider community.
1. How to improve technology engagement (a new form of customer engage-
ment for autonomous shopping devices)?
2. How to conceptualize value co-creation for an individual and for a wider
system for machines to make better decisions in the market?
3. In what ways do AI and robots shape ecosystems, and what are the conse-
quences for service providers?
Conclusion
We contribute to marketing and service research by initiating an important sub-
field of value co-creation literature. We identify the first set of literature on AI and
robots in value co-creation, namely, generic field advancement, supporting ser-
vice providers, enabling resource integration between service providers and ben-
eficiaries, and supporting beneficiaries’ well-being. While this categorization
224 Journal of Creating Value 4(2)
does not reveal much about the role of AI and robots in value co-creation, it is
useful to illuminate the gaps in the state-of-the-art literature and give suggestions
for steps forward: towards a more comprehensive understanding of technology in
value co-creation. This means shifting the research focus towards beneficiaries
and their technology-mediated value co-creation. Combining research in value
co-creation with theories that focus on non-human agency opens new ways of
approaching interaction and resource integration. Our future research agenda sug-
gests building on ANT and STS research to understand the agency of technology
in value co-creation. Considering that technology has agency, it opens new inter-
esting research avenues around shopping bots that are likely to influence value
co-creation in the future. As a part of this discussion, we envision autonomous
shopping devices (Shopping bot 3.0) that are linked to each other over the Internet,
and can hence learn from the behaviour of other humans and other devices, and
act autonomously. We also encourage our colleagues to conduct postphenomeno-
logical research to be better geared for analysing how technology (including AI
and robots) mediates the individual experience of value. While envisioning a
futuristic world, we provide a set of research questions that become crucial in the
near future. It is important for scholars to be prepared for the future by developing
concepts and philosophies that are aligned with service ecosystems featured by
AI, robots and autonomous devices.
Funding
The authors disclosed receipt of the following financial support for the research, authorship and/
or publication of this article: This research was supported by the Academy of Finland (315604).
Appendix
Table A1. Search Criteria Employed in Web of Science and the Exclusion
Criteria for the Final Selection of Articles
Number of
Function Articles
Stage 1 Scan the web of science database with search words
1.1. Scan the database with relevant search words to identify 580,671
the articles published on the topic: TS = (‘artificial
intelligence’ or ‘machine learning’ or ‘deep learning’ or
‘neural network*’ or robot*)
Table - A1 Continued
Kaartemo and Helkkula225
Table - A1 Continued
Number of
Function Articles
1.2. Scan the database to identify the total amount of articles
published in the chosen publications:
SO = (Journal of Service Research or Journal of Services
Marketing or Service Industries Journal or Journal of Service
Management or International Journal of Service Industry
Management or Journal of Service Theory and Practice or
Managing Service Quality or Service Science) or SO = (Journal
of Marketing or Journal of Marketing Research or Journal of 31,019
Consumer Research or Marketing Science or Journal of the Academy
of Marketing Science or Journal of Retailing or Journal of Business
Research or Marketing Letters or International Journal of Research
in Marketing or Journal of Product Innovation Management)
1.3. Combine the search terms to identify the articles published 61
on the topic in the chosen publications
Stage 2 Analyse papers in relation to the topic and create exclusion
criteria to select relevant articles for review
2.1. Exclusion criterion 1: Exclusion of the articles that have Exclusion of
mentioned AI or robotics-related words in the abstract or 13 articles
keywords but do not discuss them in the full text
2.2. Exclusion criterion 2: Exclusion of the articles that have Exclusion of
employed AI in collecting or analysing data but do not discuss 16 articles
the usefulness of the AI-based method to co-create value in
the article
Final selection 32
Note: The asterisk (*) represents any group of characters, including no character.
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Article
Jason Boomer1
Tracy Harwood2
Tony Garry3
Abstract
Let’s play is a globally significant phenomenon in creative online content genera-
tion that has evolved from gaming culture. Little is understood about the behav-
iour and motivations of community participants to generate creative content or
the values they associate with their creative work. This research explores the
processes let’s play players engage in to transform and extract value from content
generation, and the roles of firms in its development. Drawing on Bourdieu’s
(1989, Sociological Theory, 7(1), 14–25) frames of capital, this research identifies
four types of values (social, cultural, economic and symbolic) and examines the
processes for content creation and sharing. Findings identify a complex interplay
between the forms of values together with the paramount aim of creating a
symbolic value for delayed economic gain. This has implications for how firms
involved in developing partnership propositions (such as platforms, game asset
producers and games publishers) develop and extract a future economic value.
Keywords
Let’s play, value transformation, cultural capital, netnography
Introduction
Let’s play comprises non-narrative ‘animated filmmaking within a real-time virtual
3D environment’ (Marino, 2004, p. 1; Menotti, 2014). It is a contemporary social,
1
Sidefest, Leicester, UK.
2
Professor of Digital Culture, De Montfort University, Leicester, UK.
3
Senior Lecturer in Marketing, Department of Marketing, Otago Business School, University of Otago,
New Zealand.
Corresponding author:
Tracy Harwood, De Montfort University, The Gateway, Leicester LE1 9BH, UK.
E-mail: tharwood@dmu.ac.uk
230 Journal of Creating Value 4(2)
productive and creative form within video gaming culture, where hacking and mod-
ifying content (modding) is often observed in the prosumptive practices of its com-
munity (Cova, Dalli, & Zwick, 2011; Toffler, 1980). The popularity of the let’s play
phenomenon has grown significantly since its emergence in 2005 (Klepek, 2015),
with a global forecast of 500 million views (Statista.com, 2016). The practice has
become a mass cultural endeavour, largely described as the user-generated content
(UGC) by game developers and publishers. It encompasses video game walk-
throughs, reviews and other gameplay videos that are live-streamed over the Internet
to fan followers and archived in curated playlists. It has an increasingly central role
in the digital economy (Lessig, 2008; Terranova, 2000) and has directly attributed
billions of dollars in sales for firms such as Twitch.tv.
Its popularity is particularly evident in the high-profile successes of a relatively
small number of creators, who have generated millions of followers and signifi-
cant incomes through revenue shares of embedded advertising and sponsorships
(Dredge, 2014). Its key impact is in its ability to engender work-like digital skills
among its community of practice (e.g., Menotti, 2014; Payne, 2011) through UGC
encompassing what is ostensible immaterial labour (Cote & Pybus, 2007;
Lazzarato, 1997; Terranova, 2000). Lazzarato (1997) proposes, ‘productive coop-
eration and the social relationship with the consumer [which] is materialized
within and by the process of communication … [and means] it is increasingly
difficult to distinguish leisure time from work time. In a sense, life becomes
inseparable from work’. This is central to the concept of the social factory where
the ‘work process [has] shifted from the factory to society’ (Cote & Pybus, 2007;
Terranova, 2000, p. 33), particularly in relation to the digital economy. Hence,
labour is transformed to Kuchlich’s (2005) concept of playbour and Newman’s
(2008) assertion that live-performed let’s play (Menotti, 2014) is inherently pro-
duction. Despite this, little is understood about how creators or firms derive value
from this. This research aims to provide empirically generated insights into the
processes of value creation and transformation between community members and
firms through the production and consumption of let’s play.
Literature Review
Video games are interactive, immersive virtual experiences defined as ‘… a
specific kind of digital entertainment in which the gamer interacts with a digital
interface and is faced with challenges of various kinds, depending on the plot of
the game’ (Zackariasson & Wilson, 2012, p. 5). Huizinga (1949) identifies rules
and performance of an act as particularly pertinent to game play. Rules become
norms, and performance, being an intellectual or imaginative work, emanates
from behaviours, strategies and player-performance required in order to adapt to
changing environments. Newman (2008) suggests that there is an ‘inherently
social, productive and creative nature [to] these cultures that surround and support
videogaming’ (p. vii). This intimates an almost instinctual integration of culture
into self whereby language, behaviour and patterns of thinking are shared and
internalized over time, shaping the ways in which community members emerge
Boomer et al.231
and interact through practice, and value is manifested (Henri & Pudelko, 2003;
Wenger, 2000).
Conceptually, values are attributes ascribed to something either explicitly or
implicitly by an individual or group and may be consciously or unconsciously
held (e.g., Alder & Gudersen, 2008). Adopting a service marketing perspective,
value is idiosyncratically determined by customers through their consumption
and use of a firm’s proposition (e.g., Grönroos & Ravald, 2011; Prahalad &
Ramaswamy, 2004; Vargo & Akaka, 2009; Vargo & Lusch, 2008). Value is there-
fore integrated (or ‘co-created’) by the customers through their interaction with
the product without which, as Grönroos and Ravald (2011) argue, there is no
value. The role of the firm is to provide opportunities for customers to become
actively involved in experiences through which they derive value (e.g., Grönroos,
2008). Thus, within the let’s play phenomenon, practices of the community are
not so much about value-in-exchange between a game developer and a game
player, say where a game is purchased by a player (Toffler, 1980), but is typical of
the emerging shift to recognizing value-in-use (e.g., Ritzer & Jurgenson, 2010;
Vargo & Lusch, 2008), where the game becomes an operant resource for the
player. Furthermore, value is highly subjective in nature (Bolin, 2012), being con-
tinually shaped and transformed by its context, and influenced by historical, soci-
ological and geographical factors where something of value in one time–space
setting will have a different value in other settings (e.g., Cova & Paranque, 2016;
Grönroos, 2011; Jafari, 2017).
Drawing on Bourdieu’s (1989) economic, cultural, social and symbolic capital
and Baudrillard’s (1969) similar conceptualization of value frames, value within
the let’s play community potentially exists as social value through networking and
collaboration in co-creating content; cultural value through learning and develop-
ment of advanced production techniques and developing work-like skills; eco-
nomic value through revenue generated by advertising and sales of merchandise;
and symbolic value in the ability to develop an audience and inspire them to
action such as to buy the game, create their own content and so on. Baudrillard’s
work emphasizes consumption over production and has become a popular theo-
retical lens through which to view contemporary media practice such as the let’s
play phenomenon (refer, e.g., Manovich, 2001). His critique of ‘homo economi-
cus’ as a counterpoint to conspicuous consumption (e.g., Baudrillard, 1969) is
also used within the consumer culture theory field of marketing (e.g., Arnould &
Thompson, 2005). Bourdieu, however, draws on ‘habitus’ in relation to ‘a system
of schemes of production of practices and a system of perception and appreciation
of practices’ (1989, p. 19). In particular, his cultural theory reflects a dual ‘high-
brow/lowbrow’ examination of conspicuous consumption, reflecting a commodi-
fication of an artistic production (‘Hollywoodization’). Bourdieu’s work is
therefore highly relevant here, particularly, in light of his discussion on the ways
in which economic capital is transformed into symbolic capital through the use of
cultural capital by means of artistic endeavour and education (Bourdieu, 1977).
That said, a key challenge from a firm’s perspective remains in capturing and
transforming value generated by let’s play players into something of value for the
firm, for example, economic value through reintegration of cultural capital.
232 Journal of Creating Value 4(2)
Methodology
This research adopted a mixed methods interpretivist design (Husserl, 1980;
Schwandt, 1999) that enabled the subjective nature of value-in-use inherent
within the let’s play community to be explored (Bechmann & Lomborg, 2012;
Geertz, 1973). Netnography was used with the filmic content and to evaluate the
online, social nature of let’s plays (Kozinets, 2015) in conjunction with semi-
structured interviews (McCracken, 1988; Newton, 2010). Research drew on the
prior experience and established access of one of the authors within the commu-
nity as a participant observer of the focal phenomenon (Arneson, 2009; Schwandt,
1999). Access with this community is notoriously difficult, and hence the experi-
ence of one of the researchers was critical in generating data for this study. Key
informants within the let’s play community were identified and approached to
participate in the study (Henri & Pudelko, 2003). A purposive sample of opinion
leaders was selected together with a random selection of the 10 most recent exam-
ples of their creative work (see Table 1).
Interviews were conducted via Skype (Denscombe, 2014; McCracken, 1988)
and focused on circumstances surrounding the establishment of the participants’
social media streaming channels (e.g., YouTube, Vimeo). Participants reflected on
value they had derived and how this had been transformed through the creative
development processes they employed. Content analysis of the creative work
Boomer et al.233
Findings
Reflective of Bourdieu’s (1989) value forms, four key themes encompassing eco-
nomic, symbolic, social and cultural values emerged comprising eight categories
related to advertisements, merchandise, subscriptions, calls to action, comments,
234 Journal of Creating Value 4(2)
collaborations and friends, face cam and technical advances (see Table A1). This
article outlines the key findings in relation to each of the four value themes.
Economic Value
While some participants appeared to have little experience of how to transform
the social, cultural and symbolic values they derived from creative and collabora-
tive processes, others demonstrated a clear focus on economic utilization. This
was evidenced through the inclusion of advertisements and promotion of mer-
chandise in their content videos. For these participants, findings highlighted how
monetary income was derived from a focus on the view count, enabling partici-
pants to determine how and where they should monetize their content and monitor
their successes. What is interesting is that participants sought to confound estab-
lished game business models by transforming their social, cultural and symbolic
values into economic value, indirectly. It is primarily through the development
and use of their technical skills with which participants created content, and, in
turn, participants identified that these skills could potentially be used to support
the generation of future economic value through employment. For example, some
used ‘show reels’ of their work to assist in finding jobs. In such ways, participants
perceived themselves to be beneficiaries from the relatively complex tri-partite
interactions involving the game, the platform and advertisers. Findings suggest
that a strategic approach was adopted by some participants who were aware of the
preliminary steps that were needed to be taken to prepare for future monetization
by focusing on viewing figures and profiling their work, thereby elevating their
social status, collaborations and skills and, consequently, transforming economic
value to symbolic, social and cultural values.
Symbolic Value
Symbolic value is evidenced by the inclusion of calls to action and subscriber
sign-up mechanisms embedded in participant videos. Unique ‘idents’ were used,
enabling let’s play players to brand their content across multiple-media platforms.
Participants highlighted a focus on subscriber counts, which contributed to or
indicated elevated status and influence over target audience. This was also evi-
denced through the membership of the YouTube Creator Academy, which strongly
encourages collaboration and opinion sharing among community members. While
the status established through numbers of followers was clearly a focus, partici-
pants did not consider their status within their target audience to be central to the
success of their channels. Instead, it is the altruistic nature of content creation that
determined their status. Status was also achieved through a superior product
knowledge, brand access and longevity in the community. Participants identified
a tension with current business models of the content platforms (e.g., YouTube)
that aim to support transformation of symbolic to economic value. Participants
Boomer et al.235
predominantly seek to generate social and cultural values and transform it to sym-
bolic value.
Social Value
Let’s play is inherently about social activities, regularly featuring groups of friends
playing computer games together. They are shared for an audience to engage with
and also actively promote communication between let’s play players and their
viewers. Collaboration and friendship are therefore dominant themes, emphasiz-
ing that content creators are highly motivated by sociality of the environment.
This is perhaps surprising, given that these content creators are often perceived to
be bedroom-based ‘nerds’ with few friends. Indeed, the content itself is highly
illuminating—it is evident that social value was the most universally sought after
form of value in this study. All participants stated that they enjoyed producing the
content with or for friends and themselves, but they also actively sought to create
new networks through their efforts. Evidence from the video content suggests that
more frequent collaboration occurs on the larger channels or those that form a part
of a larger group of let’s play players. Conversely, however, there seems to be little
relationship between collaboration and comments on content by community
members, despite the various social networks connected to the primary content
channels. Thus, while Facebook and Twitter were cited by participants as impor-
tant social networking tools, they also commented that engagement with their
community was mainly an ‘in-the-moment activity’ (e.g., live streamed), under-
taken while using a specific platform to create content. The generation of social
value has thereby become embedded within the content creation process and is
indelibly tied to the generation of cultural value.
Cultural Value
The production of let’s play content promotes the development of work-like skills,
ranging from presentation skills, cinematography, audio–visual capture and edit-
ing, storyboarding and compositing, and therefore the generation of cultural value
was considered a main motivating factor. This is evidenced through the use,
development and statements of intent to advance participants’ creative and techni-
cal skillsets. Some cited specific examples of original inspiration, demonstrating
their creeping involvement in creative activities that transformed them from con-
sumers to producers and moved them beyond imitation to genuine personal
growth as creators of content. The development process described by participants
intimates that it is social value from the ‘in-the-moment activity’ that transforms
to cultural value. Thus, participants demonstrate that the transformation process is
well understood, identifying the applicability of their learned skills to more tradi-
tional work environments such as broadcast TV, radio or graphic design.
236 Journal of Creating Value 4(2)
Let’s play monetization relies on the audience consuming the content, and so
economic value for the creators is not guaranteed. Ritzer and Jurgenson (2010)
states this as a conscious move by social networking platforms to extract value
from their users, relying on unpaid UGC to add value to their platform. While the
direct economic impact of let’s play is a frequent topic of discussion (Brightman,
2016; Dring, 2014; Hodson, 2015; O’Rourke, 2015), this is not reflected in the
actions of participants in this research. Even though such processes may be inter-
preted as exploitative, it is through the production of content that community
members highlight a demonstrable skillset to potential future employers, which
derives for them an indirect form of economic value. Participants highlight how
their passion for gaming and fun over income is of paramount importance, sug-
gesting that let’s play is a form of playbour (Kuchlich, 2005) that makes use of
work-like skills (Newman, 2008).
Bourdieu (1989) suggests that symbolic value is the acknowledgement of other
forms of values as legitimate, and, as such, it cannot be pursued in and of itself. In
the research, the process of developing an audience and building status is evi-
dently time-consuming and challenging, but what is surprising is that the pursuit
of symbolic value was claimed by participants to actively destroy social value of
the community. For optimum symbolic value, a two-step flow of communication
(Lazarsfeld et al., 1944) was identified, whereby community members transfer
credibility onto a product by featuring it in their content, effectively engaging in
word-of-mouth promotion for the game (Trusov et al., 2009). The symbolic value
these community members then generated, by association, preserved their ele-
vated position. Economic and social values are developed through this elevated
position in the form of collaboration and shared audiences (YouTube Creator
Academy, 2015). Combining this with the social requirement for generating eco-
nomic value, as explored above, then highlights the need to pursue social value
before symbolic value becomes accessible. For example, the social nature of a
platform means that a video with great skill (cultural value) will be shared, and
collaborative videos (social value) will transcend communities. These findings
provide empirical insight into value transformation processes reflected in
Bourdieu’s (1977, 1989) comments on the central role of culture.
Managerial Implications
Although the economic value derived from let’s plays and players contributes to
firm results, for example, from extended-brand reach generated through the pro-
cess of community building (e.g., Lazzarato, 1997; Terranova, 2000), ultimately
participants do not view firms as being exploitative per se. This intimates that a
future managerial challenge for firms is likely to emanate from the introduction of
new methods for social engagement that enable community members to develop
their technical skills. In turn, developments will disrupt value flows among firms,
players and intermediaries who provide operant resources that facilitate the crea-
tive practices of community members (see Figure 2).
238 Journal of Creating Value 4(2)
Funding
The authors received no financial support for the research, authorship and/or publication
of this article.
Appendix
Table A1. Value Themes
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Abstract
The impacts of digital technologies are gaining increasing attention in the service
literature, and a growing number of cultural organizations are using online websites
and social media to interact with their actual and potential customers. However,
the contributions developed by service marketing scholars show little interest in
examining the role of underlying technologies in a particular service experience
context, namely, the cultural heritage context and the corresponding visiting expe-
rience. Therefore, the purpose of this research is to analyse how digital technolo-
gies, especially social media, can help cultural organizations stimulate customer
engagement. To reach this aim, we conducted a single exploratory case study of
a communication project developed by the National Archaeological Museum of
Naples (MANN) to attract their actual and potential Italian and foreign visitors.
The achieved results allow for us to show how digital communication tools can
stimulate customer engagement in a cultural heritage context.
Keywords
Digital technologies, social media, value creation, engagement, cultural organizations
Introduction
Business and service scholars’ attention is increasingly focused on digital technolo-
gies, above all, social media (Gummerus, Liljander, Weman, & Pihlström, 2012;
Hollebeek, Glynn, & Brodie, 2014; Kaplan & Haenlein, 2010; Nisar & Whitehead,
1
Department of Economics, Management, Institutions, University of Naples Federico II, Campus
Monte S. Angelo, Naples, Italy.
Corresponding author:
Cristina Caterina Amitrano, PhD, Department of Economics, Management, Institutions, University of
Naples Federico II, Campus Monte S. Angelo, Naples 80126, Italy.
E-mail: cristinacaterina.amitrano@unina.it
244 Journal of Creating Value 4(2)
2016), especially on their role in facilitating interactions among actors (e.g., B2C)
and intensifying customer engagement (Demangeot & Broderick, 2016; Nisar &
Whitehead, 2016; Polo Peña, Frías Jamilena, & Rodríguez Molina, 2014; Yang, Lin,
Carlson, & Ross, 2016).
The growing number of personal devices—above all, smartphones—connected to
the internet and interacting with sensor networks led to the enhancement of features
such as personalization and interactivity. This digital-based scenario has translated to
higher levels of immersion, flow, and cognitive and emotional fit (Parise, Guinan, &
Kafka, 2016) throughout the entire customer journey (Følstad & Kvale, 2018; Verhoef
et al., 2009), which ‘encompasses the total experience, including the search, purchase,
consumption, and after-sale phases of the experience’ (Verhoef et al., 2009, p. 32).
The impacts of digital technologies are analysed by scholars from different
fields of study, and one of these is service literature, with particular attention paid
to service retail (Demangeot & Broderick, 2016). Further, in the last decade, cul-
tural organizations, such as museums and archaeological parks, are also propos-
ing enhanced visiting experiences through a wider use of websites, mobile apps,
virtual and augmented realities, and social media to extend the boundaries of the
visit (Kuflik, Wecker, Lanir, & Stock, 2015; Russo Spena, Amitrano, Tregua, &
Bifulco, 2017). This perspective is evident both in funding programmes, such as
the European Commission’s Horizon 2020 with initiatives on 3D technologies,
digital cultural assets, virtual museums and social platforms, and in studies that
analyse how cultural organizations confer a growing importance to digital tech-
nologies, as revealed in the last Digital Culture report (Nesta, Arts Council of
England, 2017).
Despite these developments, the contributions by service marketing scholars,
especially those using the service-dominant (S-D) logic lens, show less interest in
examining the role of digital technologies in stimulating engagement and ena-
bling visiting experiences in cultural heritage contexts, as demonstrated by recent
calls for research (Mosca, Bertoldi, Giachino, & Stupino, 2018).
Therefore, the purpose of this research is to analyse how a particular kind of
service organization—which cultural organizations are—can stimulate customer
engagement through the use of digital technologies, in particular social media. To
reach this aim, this article starts with a review of the service literature that links
value creation through engagement with digital technologies and social media in
order to identify how these emerging technologies enhance the service experi-
ence. Then, the context of analysis and the methodology are presented, followed
by the results of the single exploratory case study. Finally, implications for schol-
ars and practitioners are described with some conclusions.
Literature Review
2004). To create a valuable value proposition, firms should pay attention and enhance
the ways they interact with their actual and potential customers. Digital technologies
are great enablers of this process, providing the necessary information and resources
for value creation (Mahajan, 2016; Polese, Mele, & Gummesson, 2017).
The importance of technologies has been underlined in the literature starting
from the analysis of how information and communication technology (ICT) can be
used by firms to achieve a better interaction and collaboration with their customers.
The role of ICT was highlighted in the empirical study conducted by Polo Peña et
al. (2014) who used the S-D logic lens to demonstrate that firms’ capability to
exploit ICT has a direct effect on ‘value co-creation that affects both perceived
value for the customers and their loyalty towards the service firm’ (p. 1054).
The link between value creation and technologies has been further developed
through the analysis of online technologies in retail. In particular, Demangeot and
Broderick (2016) delineated a framework for the understanding of customer
engagement through websites; they identified and analysed four dimensions of
‘interaction engagement and activity engagement (...) that prompt customers’
desirable behaviours, namely, behavioural engagement and communication
engagement’ (p. 829). Among these dimensions, communication engagement has
been considered as an antecedent of customers’ intention to recommend the firm
and continue their interactions with it through repeated purchases.
Recently, Vargo and Lusch (2017) updated the state-of-the-art and underlined
the future perspective of S-D logic; they stated that S-D logic has been used—and
can further be used—to extend the concept of customer engagement beyond the
purchase phase, as it should be related to the entire customer journey (Følstad &
Kvale, 2018).
This enlarged perspective confirms the identifiable literature thread traced
above, wherein customer engagement appears to be related to the co-creation of
value, not only during the main service encounter—that is, the purchase—but also
when customers approach any firm’s communication about value propositions
and after-service experience.
Looking at the specific service experience in the cultural heritage context, it is
difficult to find contributions by service marketing scholars, especially those using
the lens of S-D logic, as the main authors are scholars from different fields of
study—for example, information management, tourism, and marketing—and the
existing contributions are mainly theoretical or focused on retail and healthcare.
In particular, some authors of information management and business studies
have analysed how cultural organizations use technologies, especially websites,
underlining the results of the development from Web 1.0 to Web 2.0 and its
implications on the interactivity of museums’ institutional websites (Capriotti,
Carretón, & Castillo, 2016). Further, Gombault, Allal-Chérif, and Décamps
(2016) have identified three main reasons why cultural organizations use ICT,
namely, to digitalize or promote heritage and develop the audience; moreover,
they stressed how many cultural organizations have a conservative approach in
line with the stream of research in information management that has delineated
the three strategy types of defender, analyser and prospector (Padilla-Meléndez
& del Águila-Obra, 2013).
246 Journal of Creating Value 4(2)
To the best of our knowledge, there are currently only two contributions in
service marketing studies that analyse the visiting experience through the S-D
logic lens. Minkiewicz, Evans, and Bridson (2014) analysed the co-creation of
arts/heritage from the consumer perspective during the service experience, distin-
guishing between the co-creation of value and the co-creation of the experience as
‘the experience that is co-created, with value as a derived outcome’ (p. 49). The
authors explained that co-creation of the experience through a focus on three main
elements, namely, co-production with participation and interaction, engagement
with emotional and cognitive immersion, and personalization based on the pos-
sibility to tailor the experience and interact with employees thanks to technolo-
gies. The other contribution is by Antón, Camarero, and Garrido (2018) who tried
to enlarge the previous study through the analysis of the co-creation before and
after the visit; the authors considered engagement from a wider perspective, not
only as immersion during the visit, but as something that museums have to create
after the visiting experience even more with the help of technology.
To summarize, contributions to the culture-based service experience are mainly
based on two perspectives: the customer experience during the visit (Antón et al.,
2018; Minkiewicz et al., 2014; Russo Spena et al., 2017) and cultural organiza-
tions’ attitude towards the use of technologies (Capriotti, Carretón, & Castillo,
2016; Gombault et al., 2016; Padilla-Meléndez & del Águila-Obra, 2013).
have an important role in value co-creation because social media facilitates the
dialogue between customers and firms, as well as among consumers, who share
their opinions and ideas about products and services and trust each other’s feel-
ings as members of a big online community.
Finally, other authors have followed another route to connect social media and
value creation. They focus their attention on the ability of social media to facili-
tate interaction among users; this interaction facilitates engagement (Barreda,
Bilgihan, Nusair, & Okumus, 2015; Gummerus et al., 2012; Hollebeek et al.,
2014; Nisar & Whitehead, 2016; Yang et al., 2016), which turns customers into
fans (Barreda et al., 2015) and generates positive electronic word of mouth
(eWOM) because, in a social media context, fans can share their experience with
other fans or non-consumers, and this contributes to value co-creation.
Social media offers a particular kind of service organization, namely, the
museum, the possibility to exceed its bounds and reach people every time and
everywhere. About the use of social media by museums, Kidd (2011) proposed
three frames: (a) the marketing frame, which can be used to inform people about
upcoming events and other activities, (b) the inclusivity frame, which is related to
the ability of social media to create online communities and can in fact be used by
a museum to build and sustain communities of interest around it, (c) and the third
frame is the collaborative one, which is directly linked to user-generated content
and the possibility offered by social media for consumers to co-produce the nar-
ratives of the museum in ways, the author says, that are ‘potentially more radical
and profound’.
Moreover, Padilla-Meléndez and del Águila-Obra (2013) underline the rela-
tion between social media and value creation in museums.
a small part within the digital group, in order to answer our questions and investi-
gate any differences between the two groups. The digital category includes all the
respondents who mark, among all the communication channels listed in the ques-
tionnaire, the digital ones (e.g., websites, newsletters and Facebook pages), while
the social media sample includes only the respondents who mark the social media
communication channels (e.g., Facebook pages, YouTube and Instagram).
To determine how social media tools stimulate customer engagement (RQ2), we
tried to understand—through narrative interviews—the perceptions and expecta-
tions about the museum’s social media, and what kind of tools (post, photo, video,
etc.) they prefer and which make them feel more engaged.
Findings
Survey Results
Our research started from 3,620 answered surveys, of which we analysed 1,735
that include, as stated above, respondents who intercepted communication chan-
nels of interest. We set off the analysis from the matrix with all the communica-
tion channels proposed by the museum through OBVIA; the digital ones were
actually the most intercepted by users (62.1 per cent), while respondents’ receipt
of display and monitors was 21.8 per cent; only 8.6 per cent of the consumers had
been reached by publishing, another 6.2 per cent knew about the museum thanks
to other communication channels (they spoke mainly of word of mouth commu-
nication by friends, tour guides, hotel staff, etc.) and finally 1.3 per cent of the
respondents knew of the project thanks to participation in festivals and events.
More in detail, among the digital communication channels, some are directly
managed by the museum, while others are managed in collaboration with
‘Trenitalia’, the main Italian train company. The primary digital communication
channel is the MANN official website, which had the highest response rate (43.1
per cent), followed by four Facebook pages used by the museum to engage and
interact with visitors: the first one is called ‘Museo Archeologico di Napoli’,
which has been intercepted by 27.9 per cent of the respondents; the second one is
‘OBVIA per il MANN’, visited by 12.7 per cent of users; the third Facebook page
is called ‘MANN App&Tv’, with a response rate of 10.7 per cent; and, finally, the
last one is the Facebook page/profile managed by the director of the museum (8.5
per cent). Among the communication channels managed in collaboration with the
train company, we included into the digital category the official website of the
train company, which reached 10 per cent of users, and a newsletter used by the
train company to interact with consumers with a response rate of 6.1 per cent.
Finally, we have included into this group online newspapers and press reviews of
OBVIA on the web, which had a response rate of 3.6 per cent.
The analysis of these results allowed for us to create the following two samples:
the first one, which we called ‘Digital’, includes the 77.4 per cent Italian respond-
ents and 22.6 per cent foreigners, and is mainly composed of young respondents
250 Journal of Creating Value 4(2)
(20.3 per cent are 19–25 years old and 20.7 per cent are 26–35); the second sample,
called ‘Social media’, includes 83.9 per cent Italian and 16.1 per cent foreigners,
and 50.6 per cent of this sample are 19–35 years old (23.5 per cent are 19–25 and
27.1 per cent are 26–35).
Going more in depth in our research, in order to identify engagement (ongoing
interactions), we pointed out that within the digital group, 60.6 per cent of
respondents are actually not at the museum for the first time and visit it multiple
times in a year, and this result is surpassed by the respondents in the social media
sample, as 68.1 per cent of them visit the museum more than once a year.
Looking at the other engagement perspectives (communication engagement),
50.1 per cent of respondents within the digital group and 49.6 per cent of respond-
ents in the social media group are interested in receiving advertising and informa-
tion about guided tours and other activities offered by the museum. The results are
very similar between the two samples, and about half of the respondents in both
the groups emerged as interested in being potentially engaged in the future.
ʻI like to define me a MANN’s friend as I visit the museum at least one time every six
months and I felt so excited when I saw the MANN stories on the Facebook official
page. I think these tools are so useful for those customers that don’t know yet the
Museum’s collections’. (Interview no. 3, 28-year-old female)
ʻI learned about the MANN for the first time through YouTube as I saw the cartoon
spots created by the museum and these innovative ways of interaction by a cultural
organization that I usually think about as boring acted as a stimulus for me to visit the
museum’. (Interview no. 12, 20-year-old male)
The respondents also affirmed liking posts and photos on social media more than
other kinds of digital communication tools on social media channels, whether
they were actual visitors or potential ones:
ʻThe availability of information on working hours and ongoing events on the MANN
Facebook page helps me to better plan the visit and the possibility to quickly receive
answers to my questions on Messenger makes me feel important in the relationship with
the museum’. (Interview no. 5, 38-year-old-male)
Amitrano et al. 251
ʻI use Instagram a lot and I saw the first photos of MANN collections while I was
searching for #naples during the planning of my trip to Italy. I felt very impressed about
the long queues to enter the museum that I decide to add it to my checklist of places to
visit’. (Interview no. 9, 25-year-old female)
These results of communication engagement, similar for both digital and social
technologies, and those of ongoing interactions, which are higher for social tech-
nologies, confirm that visitors who interact with the museums through social
media have a higher propensity to return in order to continue the relationship than
those equally engaged with only digital technologies (e.g., the official website).
Finally, the results gained through the analysis of the Museum—with its ongo-
ing project OBVIA—allow us to affirm that new attitudes towards digital and
social technologies are emerging among cultural organizations that differ from the
conservative one, especially in Southern Europe, as revealed in the literature
(Gombault et al., 2016); further, communication projects like the one analysed
could help cultural organizations move from a defender strategy to a prospector
one (Padilla-Meléndez & del Águila-Obra, 2013).
However, the research is not free from limitations, and these are mainly related
to the methodological choices. First, the results achieved from the survey could
have been influenced by two variables, namely, the geographical variable, as for-
eigners may find it difficult to come to Naples often, and the age variable, as digi-
tal and social media users are mostly young and are able to use technological
devices without any problems to search for and find what they are looking for, so
they don’t need to be reached because they look for the activities of the museum
independently. Further, a consideration can be made about the two samples: the
digital one includes communication channels managed in collaboration with the
train company, while in the social media one, there are just the communication
channels directly managed by the Museum: the little margin between those who
can be potentially engaged in the two samples (digital 50.2 per cent, social media
49.6 per cent) could be explained by the presence, in the digital one, of the com-
munication channels used by partner companies.
Finally, as we have focused our attention on a single case study, in order to go
into more depth analysis, it would be interesting to get back in touch with the visi-
tors and understand the dynamic and evolution of their engagement through time.
It would also be appealing to analyse how smaller cultural organizations are using
digital and social technologies to enhance the creation of value, as the selected
case study is a national museum.
Funding
The authors received no financial support for the research, authorship and/or publication
of this article.
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Article
Abstract
Purpose—The main purpose of this study was to develop a service-system
framework in which people interact with cognitive assistants (CAs) for co-cre-
ation of value, such as enhanced communication and better task management.
Methodology—Qualitative research was undertaken to deeply investigate and
explore the value co-created through people’s interactions with CAs. A total of
32 interviews were conducted in three phases. The interview data were analysed
using MAXQDA 12.
Results—The results of this study indicate that most of the users use Apple’s Siri,
Amazon Eco or Google Home as their CAs and that people’s interactions with CAs
are influenced by their trust in and relative advantages of using CAs. The results also
indicate that a diversity of value, such as enhanced communication, better task man-
agement, enhanced information retrieval, enhanced learning and better data-driven
decisions, is co-created through interactions between people and CAs.
Implications—We developed a service-system framework in which CAs are
considered as actors and introduced the concept of ‘autonomous agency’ for
controlling and coordinating people’s interactions with CAs.
Originality—This is the first study on the value co-creation from people’s
interactions with CAs (artificial-intelligence-based systems) by proposing a ser-
vice-system framework in which CAs are considered as actors.
Keywords
Autonomous agency, cognitive assistants (CAs), co-creation of value, trustworthi-
ness, relative advantages of innovation, service systems
1
Graduate School of Knowledge Science, Japan Advanced Institute of Science and Technology, Japan.
Corresponding author:
Md Abul Kalam Siddike, Graduate School of Knowledge Science, Japan Advanced Institute of Science
and Technology, 1-1 Asahidai, Nomi City, Ishikawa 923-1292, Japan.
E-mail: kalam.siddike@gmail.com
256 Journal of Creating Value 4(2)
Literature Review
Service Systems
A service system is a fundamental abstraction of service science. It is a useful
abstraction of value and the value co-creation (Spohrer & Maglio, 2008, 2009). A
service system is the configuration of people, technologies, organizations and
shared information that interact over time for the value co-creation (Spohrer et al.,
2008). Service-system entities interact via a value proposition to co-create value
for both interacting entities (Maglio & Spohrer, 2013; Spohrer & Maglio, 2009;
Spohrer et al., 2014). The function of a service system is to use its resources and
the resources of others to improve its circumstances and that of others. The man-
ner of acquiring resources is through the exchange of one service system’s applied
resources with those of other service systems (Spohrer et al., 2008). On the con-
trary, a service ecosystem is a core concept of S-D logic. A service ecosystem is
defined as ‘a relatively self-contained, self-adjusting system of resource integrat-
ing actors that are connected by shared institutional logics and mutual value crea-
tion through service exchange’ (Lusch & Vargo, 2014, p. 161).
the environment around them (Demirkan et al., 2015; Spohrer, Siddike, & Kohda,
2017). We use our previous definition for CAs: new decision tools provide people
with high-quality recommendations and help them make better data-driven
decisions to understand their environment (Siddike et al., 2018; Siddike &
Kohda, 2018). Some CAs can provide general recommendations, which are
considered low-level CAs in this article. For example, Apple’s Siri, Amazon
Echo and Microsoft’s Cortana are considered to be low-level or general CAs.
Some CAs are considered as being high-level in this article, for example,
autonomous driving cars or CAs used for cancer treatment, such as IBM Watson
Oncology for cancer treatment, Google’s driverless car and Uber’s driverless
taxi. The CAs can learn from different sources over the Internet.
Research Methodology
A qualitative research was undertaken that can be seen as an appropriate approach
given the need to develop in-depth understanding of a relatively new area (Yin,
2014). This research was conducted in three phases. In the first phase, a total of 10
online interviews were conducted with the fellows of first Hawaii International
Conference on System Sciences Doctoral Consortium. In the second phase, a total
Siddike and Kohda 259
of 12 (10 face-to-face and 2 online) interviews were conducted with the participants
from the fifth International Conference on The Human Side of Service Engineering,
17–21 July 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA. For
the final phase, a total of 10 (9 face-to-face and 1 online) interviews were conducted
from IBM Almaden Research Center, San Jose, CA, USA.
The interviews were digitally recorded and transcribed. All the interview data
were used throughout the analysis. The collected data were analysed using the
techniques of ‘grounded theory’ (Glaser & Strauss, 1967). A seven-step procedure
was followed to analyse the data. At the first phase, the data of online and face-to-
face interviews was converted into word format. In case of recorded data, we lis-
tened to it again and again. We verified the contents of the recorded interview
several times. It was ensured that any important information was not missing.
Second, word files were then converted into MAXQDA 12. The purpose of con-
version was to code the textual data. In this phase, all the data (32 interviews)
were converted into MAXQDA software. Third, open coding was done by reading
line by line and sentence by sentence. In this case, an author reads every interview
several times to generate an initial open coding. Each interview was read sentence
by sentence, word by word, as well as paragraph by paragraph. In some cases, a
sentence or paragraph was read several times to generate the initial code. Fourth,
an axial coding was done for generating concepts. In this phase, every open coded
item was scanned and read several times to generate concepts. Fifth, a selective
coding was conducted for generating categories. In this phase, we combined all
similar concepts into the same group to form ‘categories’. Sixth, core categories
were developed for developing the theory. Here, we group together all the similar
categories to form the core categories. Finally, the theory was developed based on
the core categories.
Background of Interviewees
Users were categorized as general and expert. General users (GUs) included sev-
eral students and professors, one researcher and one chief executive officer
(CEO). Developers and engineers were considered as expert users (EUs). Table 1
lists the background information of these users.
Trust in information
Trusting
recommendation
Trust in vendors
Dependability
Self-reliant
Functionalities
Attractiveness
Voice attractiveness
Brand attractiveness
iveness
Tools
Emotional bonding
Friendship
Controlled over
tasks
Providing Enhanced cognition
information
Commonsense
Enhanced intelligence
Context
understanding
Awareness of Relative
options advantages
Decision support
Better quality of
work
Better performance
Figure 1. Factors Influencing People’s Interactions with Their CAs for Value Co-creation
Source: The authors.
262 Journal of Creating Value 4(2)
Trustworthiness
Reliability, attractiveness and emotional attachments are the influential factors for
generating people’s trust in interacting with CAs. Reliability denotes the abilities,
capabilities, competencies or functionalities of CAs for providing high-quality rec-
ommendations or information. Attractiveness plays the most important role for
promoting people’s trust in interacting with CAs. Attractiveness is considered to be
in the physicality as well as in the voice. It is also how fashionable and attractive it
is to use CAs that is using CAs is a point of pride, personal style or statement of
identity. Emotional attachments also play a significant role in promoting trust in
interacting with CAs. The results indicate that emotional attachment encompasses
feelings that users have when they interact with their CAs similarly to how they
interact with their family members, friends and people in their community.
Enhanced Communication
Enhancing communication is a fundamental value co-created through interactions
between people and CAs. For example, a better communication is ensured through
Siddike and Kohda 263
placing calls while driving. A GU indicated that ‘I use Siri periodically to make
phone calls as I drive’ (GU 4). The results also show that people interact with CAs
to show the best routes for going to a desired destination. An EU indicated that ‘I
use CAs for GPS because I do have good navigating skills. So CAs help me read
maps’ (EU3).
Enhanced Learning
Enhancing learning is another important value created through interactions with
CAs. Users currently interact with CAs for learning purposes. The results indicate
that users interact with CAs for looking up word meanings. Some GUs indicated
that ‘I can easily look up the meaning of words using my CAs’ (GU3, GU5, GU8
and GU9), and they interact with CAs for solving numerical calculations. Some
GUs expressed that ‘I can easily solve numeric calculation problems using my
CAs’ (GU5, GU8 and GU10).
264 Journal of Creating Value 4(2)
Placing calls
Enhanced
Showing routes communications
Providing
directions
Setting alarms
Managing calendar
Enhanced management
Dictate memos of tasks
To do lists
To do notes
Searching
information
Quick search
Co-created values
Finding places
Enhanced searching
information
Finding recipes
Finding music
Finding videos
Looking meanings
Enhanced learning
Numerical
calculations
Recommendations
Providing choices
Enhanced Decision-making
People interact with CAs for making better data-driven decisions. Enhancing
decision-making is another important value generated through interactions
Siddike and Kohda 265
between people and CAs. Most of the users interact with CAs to receive high-
quality recommendations through better options. In addition, CAs help people by
providing several choices or options for people to make better data-driven deci-
sions. An EU indicated that ‘Yes, absolutely. CAs are already making decision for
me. I think as algorithms get more sophisticated, there will be even more CAs,
and they will help us to make better decisions’ (EU7).
Trustworthiness;
Relative advantages
CAs
c
a
b
Users
(generals
& experts)
learn emotions, feelings and the context of users. They can also learn over the
Internet. Therefore, the current capabilities or functionalities of CAs improve
over time. These improved capabilities of CAs will ultimately influence the trust-
worthiness and relative advantages (arrow d), and new types of influencers will
emerge in the service system. Table 3 lists the meanings of the arrows of this
service-system framework.
Arrows Meaning
Value proposition: the CAs can provide precise options or
a recommendations, and users interact with CAs for certain types of
requests.
Value determination: users interact with CAs for obtaining certain
b types of recommendations. If the recommendation is helpful for
users, it is determined as a value by users.
Influences: trustworthiness and relative advantages influence users
c
to interact with CAs.
Emergence: through interactions with users, CAs learn the
d emotions and feelings of users. This updates the existing influential
factors and evolves new influential factors over time.
Source: The authors.
Value Proposition
Value proposition is defined as the service offerings proposed by actors using their
knowledge, skills, experiences and capabilities for the benefit of other actors
(Siddike & Hidaka, 2017). CAs as actors can provide precise recommendations,
options or information to users. As in S-D logic, actors interact with other actors
through the value proposition (Lusch & Vargo, 2014; Vargo & Lusch, 2017). In
service science, entities interact with other entities through the value proposition
(Spohrer & Maglio, 2008). In our service-system framework, users interact with
CAs for certain types of requests, and CAs can provide precise recommendations or
options to the users (arrows a and b), which are considered value propositions.
Value Determination
Value determination is defined as the actual benefit received by actors in service
interactions (Siddike & Hidaka, 2017). We consider the co-created value as those
determined by users as beneficiaries (actors). The CAs influence the way in which
value is determined (Akaka & Vargo, 2014). According to S-D logic, a value is
always uniquely and phenomenologically determined by the beneficiary (Vargo &
Lusch, 2017). In our service-system framework, users interact with CAs for
obtaining recommendations or options. If the recommendation is helpful, it is
Siddike and Kohda 267
considered a value determined by the users as beneficiary. The CAs also benefit
in terms of learning the emotions, feelings and the context of users.
Influential Factors
In S-D logic, the value co-creation is coordinated through actor-generated institu-
tions and institutional arrangements (Vargo & Lusch, 2017). In our proposed
service-system framework, trustworthiness and relative advantages play the most
influential roles for motivating users to interact with CAs for the value co-creation.
Emergence
The capabilities of technologies improve over time (Arthur, 2009). In our pro-
posed service-system framework, CAs can learn the emotions, feelings and the
context of users through interactions with them. The CAs can also learn over the
Internet. Therefore, the current capabilities or functionalities of CAs improve
over time. These improved capabilities ultimately affect the trustworthiness and
relative advantages of using CAs (arrow d in Figure 3). As a result of interactions,
new types of influential factors emerge over time. In general, institutions (formal
rules and regulations) influence users’ interactions in service systems (Vargo &
Lusch, 2017). However, informal institutions that is belief (trust) and norms
(motivations) also influence users’ interactions and actions in service systems
(Giddens, 1984; North, 1990). Therefore, trustworthiness (as belief) and relative
advantages (motivators) as informal institutions play the most important roles in
influencing users’ interactions with CAs in our proposed service-system frame-
work because CAs are evolving, and their capabilities are also evolving in current
service systems (Siddike et al., 2018).
Discussion
Theoretical Implications
This study represents the first attempt to shed light on how value is co-created as
a result of interactions between people and CAs in service systems. Therefore, our
service-system framework takes into account CAs as actors.
Figure 4 illustrates an evolution from the current service system to a future
one. In the current service system, EUs use low-level CAs under current insti-
tutions. Along with the evolution of artificial intelligence (AI) (the middle
double-line arrow), users will change from expert to general (the bottom dou-
ble-line arrow) then the masses will start to use CAs. The capabilities of CAs
will then evolve. Kelly (2016) indicated that the evolution of technological
capabilities is inevitable by cognifying everything around people. As a result,
CAs will evolve as actors in future service systems. Finally, the masses will
268 Journal of Creating Value 4(2)
evolve and consider CAs as actors in service systems. The reasons for using
CAs will differ. At that time, CAs will be indispensable to the society. Almost
everyone will start to use CAs because there will be no alternatives or choices
for users. Diffusion theory of innovation (Rogers, 2003) suggests that the
masses will start to use CAs (technologies) when they become very ubiquitous,
and there are no choices or alternatives.
In the future, the ‘autonomous agency’ will emerge as a new institution, and
CAs will become actors in service systems. To some extent, CAs will be capable
of doing things by themselves. In this case, Bostrom (2014) stated that intelligent
systems consist of intelligent parts that are themselves capable of doing things.
For some purposes, autonomous agents have their own rights. Currently, CAs can
provide precise recommendations by learning the emotions, feelings, context and
environments of the people with which they interact. Therefore, they learn from
those interactions and improve their existing models. At the same time, CAs can
learn from structured and unstructured data over the Internet. As a result, CAs are
evolving and gaining more autonomous rights and responsibilities. Over time, the
autonomous agency will emerge as an institution in service systems.
Practical Implications
Theoretically, this is the first service-system framework in which CAs are consid-
ered as actors. There are several practical implications of this research. First and
foremost, this research broadens the areas of service science and S-D logic. The
proposed service-system framework provides a new way of rethinking the role of
emerging technologies (AI) in service systems. Second, this research identified
that attractiveness and emotional attachments are two important influential factors
Siddike and Kohda 269
for generating trust in using CAs. Therefore, the designers and developers of CAs
will benefit from this research and develop more attractive and emotional CAs.
Therefore, CAs help people make better data-driven decisions (Demirkan et al.,
2015; Spohrer & Banavar, 2015). People might think that relative advantages and
co-created value overlap. However, relative advantages are like potential value
(value proposition), and co-created value is actual value (determined value) deter-
mined by users. People might also think that co-created value makes up a list of
functionalities of CAs. Yes, CAs have certain capabilities (functionalities), but the
co-created value is the actual value (benefit or usage) determined by people while
interacting with CAs (using the functionalities of CAs).
We developed our service-system framework in which CAs will evolve as
actors based on the findings of this research and diffusion theory of innovation
(Rogers, 2003), as well as the theory of inevitable future (Kelly, 2016). People
might think that 32 interviews are too few for developing a service-system frame-
work. However, 32 interviews are sufficient to generalize the findings. We applied
the techniques of ‘grounded theory’ from data collection to theory development.
In grounded theory, the sample size is not the main factor for developing a theory
(Glaser & Strauss, 1967). In general, grounded theory leads from codes to con-
cepts to categories to theory development. As a result, the developed theory does
not need separate justification and testing because it came from real data (Glaser
& Strauss, 1967). Therefore, our service-system framework is a generalized
framework because it was developed from real data.
There are several limitations of this research. First, the expert interviews were
conducted at only one technology company in the USA. Therefore, future research
should be conducted covering several companies in which they have their own
CAs. Second, this research proposed a service-system framework in which CAs
will become actors. Therefore, future research should be carried out to justify and
validate the proposed framework. Finally, we introduced the term ‘autonomous
agency’ as an institution. Therefore, future research should be carried out to
deeply understand and explain this institution in service systems.
Funding
This research is supported by a scholarship from the Ministry of Education, Culture, Sports,
Science and Technology (Monbukagakusho) at the Japan Advanced Institute of Science
and Technology, Japan. In addition, we would like to thanks Dr. Jim Spohrer, Director,
Cognitive Opentech Group, IBM Research, Almaden, San Jose, CA, USA for allowing to
access in IBM and providing all kind of supports for data collection.
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Article
Yoshitoshi Kurose1
Yuuko Akiyama1
Ifte Hasan1
Abstract
In this study, we have introduced an information and communication technology
solution which enables the supporters of dementia patients to provide useful
information or hints to the concerned parties (family member, etc.) and thus
can support them in searching for such patients in case they go missing. Several
simulation/onsite testings of the solution were executed with the participation
of dementia patients, their family, dementia supporters and general residents of
a city. According to the result of the testing, the solution was proved to be effec-
tive in searching for missing dementia patients and was highly evaluated by the
concerned parties. While still there are some technical tasks need to be solved
before taking the service to a commercial level, the feedback from probable
users reflects that they think it is worth enough to pay a reasonable fee for using
such a service.
Keywords
Dementia-supporter, SDGs, AI, ICT, open innovation, co-creation
Introduction
In Japan, senior citizens (65 years or more) account for 26 per cent of the total
population in 2014, and it is expected to rise up to 39.9 per cent in 2060 if the
current state continues.1
1
Fujitsu Limited, Japan.
Corresponding author:
Ifte Hasan, Fujitsu Limited, Japan.
E-mail: hasan.ifte@jp.fujitsu.com
274 Journal of Creating Value 4(2)
Therefore, the shift to an aging society is a vital issue in Japan. Among the
senior citizens, a very common disease is dementia which is a state of medical
condition when memory and other mental abilities gradually become worse due to
the loss of or damage to neurons in the brain.2,3 Very often, a dementia patient gets
stranded or finds it difficult to return home autonomously after going outside, and
according to several studies a good number of such patients goes missing every
day. A report says that the number of missing senior citizens with dementia
increases to 15,432 people in 2016 from 9,607 people in 20124 and still continues
to increase every year.
Thus, missing senior citizens with dementia has become a social problem, and
it is thought that an additional support is required to limit the damage caused by
this problem. Specially, when thinking about the future as the number of such
missing persons is expected to increase further, a social support system seems to
be a realistic solution. We think that the power of the information and communi-
cation technology (ICT) could be utilized in this regard which is already being
used for various purposes for an aging society.5 The major aim of this study is to
verify the hypothesis that ICT could be used to solve a social problem like demen-
tia patients get missing. To be more specific, we wanted to examine whether any
support by the ICT system could be effective to make it easy for the voluntary
co-operator (called a supporter) in taking initiative to rescue the missing dementia
patients, and we have done this based on a design thinking process.6 We have
designed a unique ICT system, developed the prototype and executed a couple of
proof-of-concept (PoC) tests to collect the actual feedback from the user of the
system. According to the result of the tests, it was understood that such a system
could be effective in searching for missing dementia patients and was highly eval-
uated by the users.
The remaining of this article consists of the background of the study, the
hypothesis, prototype development and verification, onsite testing and result,
discussion about the test result and, finally, the conclusion.
Background
When a dementia patient gets stranded and finds it difficult to return home auton-
omously, searching for such a person becomes both a mental and a physical bur-
den to the concerned parties. In addition, because of such senior citizens have the
risk of getting involved in serious occurrences such as train accident and so on, an
immediate correspondence is needed. So far, such missing dementia patients are
usually searched for by his/her family, police, municipality, security company,
private supporters and so on.7,8 But from now onwards, a further support is neces-
sary as the number of such missing persons is increasing day by day. A report in
2015 says that an estimated 7.3 million people in Japan will have dementia by
2025, and the impact on the society will be huge. To face that challenge, the coun-
try is trying to create a society where everybody contributes to make the living
quality of dementia patients better.9 Enhancing a professional system, assisting
Kurose et al. 275
Hypothesis
Fujitsu Limited agrees and is working on the achievement of Sustainable
Development Goals (SDGs) adopted by the United Nations in 2015.12 The authors
think that reducing (making it zero) the number of cases where a dementia patient
276 Journal of Creating Value 4(2)
goes missing is a way of contributing in achieving the goal 11 (make cities and
human settlements inclusive, safe, resilient and sustainable) of SDGs list. And in
this regard, Kurose (one of the authors) is proposing a follower support system (FSS).
The FSS is an idea or mechanism to increase the so-called ‘nosy-busybody’ in the
society for the achievement of a society where a little trouble would not cause much
worry. There are a lot of people who hesitate to pay their attention and help even
when they find a person in trouble on the street, although they might have an
intention or feeling to help that person. In most cases, this is because the person is
not 100 per cent sure whether the person is really in trouble or not and even if he/she
is in trouble then whether he/she would welcome his help or not. The FSS supports
the transformation of the action of such persons (follower) who has the intention of
helping and eventually realizes the required help. Without bothering the troubled
person, this system aims to help the follower’s action to take him/her one step
forward from the current standpoint. The authors think that by offering FSS to
around 10 million supporters of dementia (as of 31 March 2018) in Japan,13 it would
be possible to reduce the number of dementia patients going missing to zero.
Besides, various municipalities are taking initiatives to perform simulation/
onsite testing and so on for searching for missing dementia patients/elderly citizens.
In these simulations, when a general citizen finds a senior citizen seeming in
trouble talks directly to that person and tries to help him/her out of that. However,
considering the general condition of today’s society, one might find himself/herself
struggling to start greeting and talking suddenly to a stranger (the elderly citizen).
As one of the methods of monitoring elderly citizen, now a days there is a way
where the elderly persons wear a badge or put shoes which are able to originate
wireless signals. Thus when any supporter with the smart phone application
programme that can detect the wireless signal passes by that person can collect
his/her data. We have not selected the method of using a wireless badge. When the
symptom of dementia is severe, it may also happen that the patient goes outside
without even putting on shoes. An elderly citizen who finds it difficult to return
home is usually thought to be a dementia patient of very advanced level, and it is
much likely that such a patient will forget to wear the badge or put on shoes when
going outside. So our idea is to involve only the surrounding people rather than
the elderly citizen him/herself, which we think will increase the possibility and
shorten the time to find a person who is unable to return home autonomously.
Therefore, from the FSS point of view we preferred the mechanism where
supporters take pictures with a smart phone and share it on the cloud. We expect
supporters to participate proactively and finally talk to the stranded elderly person
to cuddle up to the state to be helped. In FSS, we have considered supporter’s
proactive participation which we think can encourage and lead the supporter to
take the matter as his/her own. In a way, with this system the elderly citizen can
be monitored by the cooperation of the entire city without the necessity of the
person him/herself doing anything.
Kurose et al. 277
Especially from points 1 and 2, our target was to know about psychological sense
of incompatibility when using ICT and AI. From point 3, we wanted to find out
what quality should be improved further from a technical point of view to make
the system user friendly. The outline of the simulation/onsite testing and findings
are described in the following section.
Test 2 was performed within a wider area than Test 1. A summary of the test
results is shown in Table 2.
Test 1 Test 2
Date 27 September 2017, 14:00–15:30 15 January 2018, 14:00–16:00
Number of 8 31
participants
Profile of Role of senior citizen: dementia Role of senior citizen: dementia
participants supporters patients (attended by a
Number of participants: 2 concerned relative)
Role of family member: dementia Number of participants: 4
supporters Role of family member: family
Number of participants: 2 and dementia supporters
Role of supporter: dementia Number of participants: 4
supporters Role of supporter: general
Number of participants: 4 people and dementia supporters
Number of participants: 23
Testing area Surrounding (see Figure 2) of Surrounding (see Figure 2) of
Kanagawa Prefecture, Machida city, Kanagawa Prefecture, Machida
Naka-cho and Morino city, Naka-cho and Morino
Testing The dementia supporter plays the The dementia patient plays the
procedure role of a senior citizen and strolls role of senior citizen and strolls
around the streets. Photograph of around the street. Moreover,
the senior citizen is taken beforehand one person (family member or
and the processed data is uploaded someone related to the dementia
to the cloud. When any supporter patient) attends the senior
finds any probable stranded senior citizen. Photograph of the senior
citizen on the street takes a snap and citizen is taken beforehand and
the processed data is uploaded to the the processed data is uploaded to
cloud. Processed data are compared the cloud. When any supporter
by the cloud and if there is any finds any probable stranded
data matching then the concerned senior citizen on the street
family member is informed by an takes a snap and the processed
email. Then the family member can data is uploaded to the cloud.
confirm the senior citizen and his/ Processed data are compared by
her whereabouts from the processed the cloud and if there is any data
data and the map and go to pick him/ matching then the concerned
her up. family member is informed by an
email. Then the family member
can confirm the senior citizen and
his/her whereabouts from the
processed data and the map and
go to pick him/her up.
Source: The authors.
280 Journal of Creating Value 4(2)
Test 1 Test 2
How successfully 100 per cent 50 per cent
a family member One of the reasons was that
can find a senior some of the senior citizens
citizen had already come back to the
test centre before their family
members picking them up.
Whether it is Supporter: 100 per cent Supporter: 96 per cent
okay to use ICT Senior citizen: 100 per cent Senior citizen: 67 per cent
and AI Family member: 100 per cent Family member: 100 per cent
Whether the Supporter: 100 per cent Supporter: 72 per cent
service is worthy Senior citizen: 100 per cent Senior citizen: 75 per cent
enough to be Family member: 100 per cent Family member: 84 per cent
paid for
Source: The authors.
Discussion/Consideration
The following was understood from the result of the questionnaire of testing.
Kurose et al. 281
groups while briefing about the application, or we can provide them the users’ man-
ual prior to the testing date and allow them enough time for understanding.
When it comes to the actual use scenario, still we have many things that need
to be assumed. Like we should consider the technical point that the appearance/
outlook such as cloths or colour of cloths might be changed or might seem to be
different on the processed data and that of the actual target. It is because, the target
may put on or off his jacket depending on the outside temperature, or the colour
of the photo may differ a bit depending on from which angle of daylight (sunny or
shady) it was captured. Thus, the participation of the general resident of the city
helped us understand and dig up various use scenario issues, which is very impor-
tant while taking this solution to the next stage.
Conclusion
This time, the following results were obtained about the three points that we had
planned to verify through our study.
1. Can this service add any value for the dementia patient himself/herself and
the family (whether the system is effective or not):
Neither dementia patients nor their family have any odd feeling regarding
using the technology of AI, ICT and so on, and they think that the system
Kurose et al. 283
is even more effective than using human resource. In addition, those who
are somehow related with dementia patients expressed their opinion that it
will be an indispensable technology in coming days to make the current
society more secured and friendly to dementia patients.
2. Whether supporters (users of this system) think it is worthy enough to pay
for the service:
All concerned parties have responded positively about paying a reasonable
amount of fee for using such ICT service. However, it was also understood
that the parties may not think in the same way in case the charge for using
the service goes too high.
3. Extracting technical/systematic issues when this service is used by supporters:
If there is a long time gap between receiving information from the sup-
porter and going to pick the target up, there is a possibility that the target
might have changed his/her location which reduces the probability of find-
ing the target. Moreover, when the supporter is guessing someone as a
stranded person there is a tendency that he/she is influenced by the filter of
conviction, especially, when they see someone seeming to act with a pur-
pose (sitting on the park bench, being inside of a store, etc.). Depending on
the situation of taking the photograph, the supporter/photographer might
feel a psychological sense of pressure.
This time, we have had a primary idea about the acceptance of our developed
system, and by repeating the onsite testing twice we were also successful to dig up
the technical drawbacks.
In next steps, we would like to execute further simulation/onsite testing with
participants of more different attributes and analyse the test result. We are also
thinking about considering the measures for an elderly person who is living alone
and in which case it is difficult to collect data.
Thus, by enabling dementia patients or stranded people and their family to live
in the town being more autonomous and relieved, we will continue to contribute
in achieving the goal 11 of SDGs.
Funding
The author received no financial support for the research, authorship and/or publication of
this article.
Notes
1. http://www5.cao.go.jp/keizai-shimon/kaigi/special/future/sentaku/s2_2.html
2. https://www.alz.org/alzheimers-dementia/what-is-dementia
3. https://www.nhs.uk/conditions/dementia/symptoms/
4. https://www.npa.go.jp/safetylife/seianki/fumei/H28yukuehumeisya.pdf
5. http://journal.jp.fujitsu.com/en/2015/02/09/01/
284 Journal of Creating Value 4(2)
6. https://dschool-old.stanford.edu/sandbox/groups/designresources/wiki/36873/
attachments/74b3d/ModeGuideBOOTCAMP2010L.pdf
7 https://www.alz.co.uk/sites/default/files/conf2016/w-noriyo-washizu-aaj-dementia-
supporter-caravan.pdf
8. https://www.thestar.com/news/world/2015/11/22/how-japan-is-training-an-entire-
country-to-help-with-dementia.html
9. https://www.thestar.com/news/world/2015/11/22/japan-dementia-lessons-from-the-
worlds-oldest-country.html
10. http://www.peopledesign.or.jp/project/charm/
11. https://www.gsb.stanford.edu/insights/sarah-soule-how-design-thinking-can-help-
social-entrepreneurs
12. http://www.fujitsu.com/jp/about/csr/vision/sdgs/index.html
13. http://www.caravanmate.com/
14. http://jp.fujitsu.com/solutions/cloud/paas/iot-platform/
15. http://www.fujitsu.com/jp/
16. http://www.fujitsu.com/jp/group/fnets
17. https://www.asilla.jp
18. http://www.fujitsu.com/jp/services/knowledge-integration/ply/
19. http://pr.fujitsu.com/jp/news/2017/09/21-1.html
20. http://www.city.machida.tokyo.jp/shien/sogyosha/topics/fujitsuandasilla.html
News Journal of Creating Value
4(2) 285
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Call for Papers: The Journal
of Creating Value
Editor
Gautam Mahajan
Guest Editors
Martijn F. Rademakers
Peter Stokes
ISSN: 2394-9643
2 issue per year
Vol. 5, No. 2
Special Issue on Organisational Agility and Value Creation
http://journals.sagepub.com/home/jcv
The Journal of Creating Value jcv.sagepub.com is inviting academics and professionals
to share their latest insights and research findings about why and how companies
transform towards organisational agility to meet the challenge of creating value in
changing business environments. Accepted papers will be published in our Volume 5,
No. 2 issue of the Journal of Creating Value, in November 2019.
Organisational agility has appeared on the strategic agenda of a broad range of
companies and institutions: from MNCs, to ministries and foundations to start-ups.
What they have in common is the challenge to cope with rapid, if not disruptive,
changes in their business environment. Their business models are changing – i.e., the
models describing how they are creating and capturing value (Magretta, 2002; Teece,
2010; Johnson, 2017), and so are their organisational models – i.e., the formal and
informal structures, systems, and culture (Bartlett & Ghoshal, 1990) in which people
work together in the act of creating value. New, agile organisational forms are, for
instance, described by McChrystal et al. (2015), Holbeche (2015), Prange et al. (2018),
and Barton et al. (2018), ranging from hybrid forms combining hierarchal structures
and squads, to fully fledged agile organisations.
The growing attention for organisational agility in many different countries, industries,
enterprises and institutions has evoked an urgent need to better understand what
organisational agility is, how it works, and what it means for creating value by people
in (networks of) organisations. The current literature is scarce and dominated by
anecdotical and prescriptive work. Hence, this field of knowledge is in dire need of
more literature based on empirical evidence and solid theoretical foundation.
Relevant topics on creating value include, but are not limited to:
1. What is organisational agility (not)?
2. What are the antecedents of organisational agility?
3. What are the conditions for effective value creation through organisational
agility?
4. What are effective organisational forms based on, or combining agile principles?
5. What are the pros and cons of transforming towards an agile organisation?
6. What are typical challenges of organisations when transforming towards more
agility?
7. What are the challenges for organisations after they became agile?
8. What role does technology play for organisational agility?
9. Organisational agility for value creation: a management fad or a concept to stay?
10. What is the relationship between organisational agility and value creation/
destruction?
11. A history of organisational agility and value creation
12. Failures and fallacies of organisational agility
13. Leadership in agile organisations
14. In-depth cases of agile transformation
15. Organisational agility and strategies for creating value
Authors are invited to submit a max 500 words paper proposal to the Guest Editor of
this special issue, Dr. Martijn F. Rademakers, at m.f.l.rademakers@uva.nl, with a cc
to the Founder Editor of the Journal of Creating Value, Gautam Mahajan at gautam.
http://journals.sagepub.com/home/jcv
mahajan@gmail.com.
Deadline for the paper proposal: 1 January 2019
4 February 2019: Acceptance or rejection of paper proposals. Selection criteria will
include: originality, relevance, evidence, theoretical foundation, sound reasoning, and
clarity of writing.
30 April 2019: Deadline for authors of accepted paper proposals to submit a full,
compact paper of 2500–3500 words. The papers are subject to the Manuscript
Submission Guidelines of the Journal of Creating Value (see https://uk.sagepub.
com/en-gb/eur/journal-of-creating-value/journal202414#submission-guidelines). All
papers will be peer reviewed.
November 2019: Publication in the Journal of Creating Value, Vol. 5, No. 2.
The Journal of Creating Value is a refereed, professional journal focused on creating
value. The audience for the journal includes academia, researchers, professionals,
community and government agencies, business and industry.
References
Bartlett, C. A, & Ghoshal, S. (1990). Matrix management: Not a structure, a frame of mind.
Harvard Business Review, 68(4), 138–145.
Barton, D., Carey, D., & Charan, R. (2018). One bank’s agile team experiment: How ING
revamped its retail operation. Harvard Business Review, 96(2), 59–61.
Holbeche, L. (2015). The agile organization. How to build an innovative, sustainable and
resilient business. London: Kogan Page.
Johnson, M. W. (2017). Reinvent your business model: How to seize the white pace for
transformative growth. Massachusetts: Harvard Business Review Press.
Magretta, J. (2002). Why business models matter. Harvard Business Review, 80(5), 86–92, 133.
McChrystal, S., Collins, T., Silvermann, D., & Fussell, C. (2015). Team of teams: New rules of
engagement for a complex world. New York: Penguin.
Prange, C., & Heracleous, L. (Eds) (2018). Agility X: How organizations thrive in unpredictable
times. Cambridge: Cambridge University Press.
Teece, D. J. (2010). Business models, business strategy and innovation. Long Range Planning,
43(2–3), 172–194.
The Second Global Conference on Creating Value
Gabelli School of Business – Fordham University
Lincoln Center Campus, New York City
May 14–15, 2019
Submission Guidelines
– Interested participants are invited to submit an extended abstract about
their research and ideas not exceeding 750 words (excluding references,
tables, and figures).
– The abstract should outline the importance and relevance of the topic, its
potential contributions, research question(s), conceptual framework, and
methodology and findings if applicable, discussion, and conclusion.
– Submissions using both quantitative and qualitative methodologies, and
different approaches including practitioner cases are encouraged.
– Each abstract should have four to five keywords.
– All abstracts must be in English, double-spaced Microsoft Word docu-
ments using Times New Roman 12-point font.
– At least one author from each paper must register and be present at the
conference to present their paper.
– Abstracts should be submitted using the online submission link on the
conference website at: http://www.creatingvalue.co/submissions/
Important Dates
– Abstract submissions are open.
– Abstract submissions close: Feb 15, 2019.
– Authors notified of outcome: No later than March 1, 2019.
For details, please visit the conference website: http://www.creatingvalue.co/conference/
Conference Co-chairs
Gautam Mahajan, President of Customer Value Foundation and the Editor of the
Journal of Creating Value
Dr. Sertan Kabadayi, Professor of Marketing, Gabelli School of Business
– Fordham University
MILES
Manuscript Improvement and Language Editing Services
Umm…But we
I hope you do don’t know who
realize I am your else to go to!
Ph.D. supervisor,
not your editor.
KEY HIGHLIGHTS
› Promise of SAGE’s international quality
› Accessible and effective author-editor engagement
› SAGE’s credible certification on edited manuscript
› Competitive rates
Editor:
Manish Thakur
Indian Institute of Management Calcutta
ISSN: 0971–6858
Special Issue on Temporal Pluralism:
Alternative Ethics of Law and Society 2 issues per year
http://journals.sagepub.com/home/jhv
Concept Note
We live in transformative times, that is, times when time itself is under threat
by losing on its singular character. Interestingly, our times have become plural
times in which individuals who are in the same material and spiritual conditions
get divergent, at times conflicting, temporal experience. What we call temporal
experience is nothing but the ‘sense of time-space’ which is a holistic awareness
one has about one’s existence. Of late, this existence has become problematic due
to the anachronistic intervention of one time-space into another time-space. It is an
interpellation of known past (déjà vu), unknown present (individual solipsism and
social amnesia), and to-be-known future (transcendental) into the present state of
existence. Largely, it is a case of time losing its chronology and linearity.
Within the boarder theme which we have submitted, we also seek contributions on
the following sub-themes:
• Rational law, rational societies: Economic approaches to social ordering
• Global ethics in global times: Ethics in law/society/education/professions
• Redefining/rediscovering/reinventing human values
• Role of individual in temporal transition
• Communities in transforming times
• Role of religion and other value systems in reimagining societies
• Scope of judicial participation in grappling with temporal pluralism
Submission Timeline:
31 March 2019: Submission of Full Article
April-May 2019: Editorial Comments/ Peer Review
June 2019: Revised Final Versions due to Editors
Manuscript Submission Guidelines:
Please visit: https://in.sagepub.com/en-in/sas/journal/journal-human-values#
submission-guidelines
Guest Editors:
Dr R. Rajesh Babu Dr S. G. Sreejith
Professor of Law Associate Professor and Vice Dean
Indian Institute of Management Calcutta Jindal Global Law School
E-mail: rajeshbabu@iimcal.ac.in E-mail: sgsreejith@jgu.edu.in
Journal of Operations
Asia Pacific Media
Educator
and Strategic Planning
Editor:
Editor:
Stephen Tanner
Tirthankar Nag, International Management Institute Kolkata,
India
University of Wollongong, Australia
Journal
Volume of 28,Operations
No. 1, June and Strategic Planning, a peer-reviewed journal seeks high
2018
quality, analytically rigorous papers in all areas of operations management (broadly
defined). Theoretical as well as applied (or empirical) research is welcome. Some
Guest Editor:
http://ame.sagepub.com
of theDavies,
Kayt topics Head
includeof operations management
the Journalism Program, theory, operations
Edith Cowan management
University, Perth,
research, etc.
Western Australia
Data journalism
Journal is blazing and
of Operations new Strategic
trails through the media
Planning landscape,
is conceived as atackling big
bi annual
issues, illuminating
international journalsocial patterns
designed and exposing
to inform and shape connections,
academicbut doing it requires
discussions around
skills additional
empirical to the usual
and theoretical journalistic
facets canon. management and strategic planning.
of operations
How are
Backed byjournalists
conceptual finding
rigorways
and to interrogate
peer reviewed, andthe
present data
journal stories?
shall How are
lay emphasis
educatorsscholarly
creating rising to the challenge
impact as wellof teaching
as havedata journalism
practice skills?
oriented This specialhaving
implications issue
of Asia
wide Pacific Media
acceptance Educator aims
for academicians andtopractitioners.
document the new ideas
Masking and approaches
the complex process
being embraced by journalists and educators.
of concept development yet not sacrificing on the underlying rigor, articles are
Submissions are welcome from journalists and educators experimenting with
expected to exude an intuitive appeal for applicability. The journal shall consider
and pioneering approaches to storytelling using large and small data sets. We are
management ideas across the following disciplines: a) Operations Management
seeking commentaries of 2000–4000w and research articles of up to 6000w.
Theory b) Operations
New approaches includeManagement
info-graphic Research
journalism, c)dataOperations
scraping and Management
cleaning,
Applications d) Strategic Planning e) Areas in Strategic Management
hacking and hunting for information on the dark web, as well as fostering Research and
shall be spreadof across
understanding Supply
statistics chain management,
and quantitative literacy. Project management, Quality
management, Technology
Authors are invited management,
to explore Distribution
themes including, but notand Retail
limited to: Management,
Operations Processes, Business Processes, Corporate and Business Strategies,
• Applied research on data journalism teaching strategies
management of technology and other topics. There shall be specific emphasis on
• Applied research about experiences teaching with various software packages
emerging economies in particular.
• Theoretical approaches to data analysis
• CThis journal is meant for academics and practitioners across the entire spectrum
oding in the context of teaching data journalism
of
• Coperations management. The journal has an international editorial board and
ontent analysis about data journalism in practice
advisory board.
• Infographics as a journalistic medium
• Geodata and story-maps
• Data journalism in the pacific media
The submission guidelines are here: https://in.sagepub.com/en-in/sas/journal-of-
• Ethical issues in data journalism
operations-and-strategic-planning/journal203510#submission-guidelines
The submission
Submission of guidelines are here:
manuscripts https://us.sagepub.com/en-us/nam/asia-
should be made electronically at https://
pacific-media-educator/journal202138#submission-guidelines
peerreview.sagepub.com/osp
Submission deadline: 30 January, 2018
Please submit 250 word abstracts to k.davies@ecu.edu.au by November 14, 2017.
Call for abstracts now extended to December 14 - due to delays in sending out
the initial call for papers.
All submissions in double space should be submitted to k.davies@ecu.edu.au by
email.