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1

Kennedy, Eric. "I create, you create, we all create – for whom?" Journal of Product & Brand Management 26, no. 1 (March 20, 2017): 68–79. http://dx.doi.org/10.1108/jpbm-01-2016-1078.

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Purpose This research aims to propose that prompted co-creation from a brand to a consumer will increase the value of the consumer to the brand through an increase in brand commitment and purchase intention. Additionally, the study compares the differences of a social media post made by a brand and a social media post made by a celebrity who is endorsing the brand. Design/methodology/approach Two studies were developed. First, a 2 × 2 between-subjects’ experimental design analyzes the effects of prompted and non-prompted co-creation posts by a fictitious brand and celebrity. Study 2 looks to confirm the results of Study 1 using a 2 × 2 between-subjects’ experimental design with a real brand and celebrity for the social media post. Co-creation, brand commitment and purchase intention are the dependent variables in both studies. Findings The studies reveal that a prompted co-creation post – which is a post explicitly asking for consumer feedback – from a brand can increase brand commitment and purchase intention from consumers. Also, the study reveals that, when compared to a celebrity-endorsed message, a branded message shows an increase in brand commitment and purchase intention. The results support the general notion of attribution theory. Research limitations/implications First, the study focused exclusively on millennial consumers. While this group has significant purchasing power, testing the effects of co-creation messages on a more generalizable sample is warranted. Next, the survey takes place in an online social media setting. With the power of social media and e-commerce, this channel is certainly important to study. Practical implications The results of this study bring the co-creation literature into a new area of research. Extending attachment theory and attribution theory into co-creation creates numerous opportunities to further grow the knowledge of the co-creation phenomena. The findings provide insight into the power that a prompted co-creation message can have on a consumer, either from a brand or celebrity endorser source. Practitioners can place a value on prompted and non-prompted co-creation messages originating with a brand. In addition, the research will give practitioners insight into how messages of co-creation are received by millennial consumers. Originality/value This research is the first of its kind for co-creation literature. No research to date examines the effect that a brand or celebrity-endorsed co-creation prompt has on the behavior of millennial consumers. Very little, if any, empirical research has been conducted on the co-creation of brand.
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2

Wolfson, Ron. "Create." Alpha Omegan 102, no. 3 (September 2009): 107–8. http://dx.doi.org/10.1016/j.aodf.2009.06.008.

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3

Cheng, Yi. "Create painless community, create more happiness." Chinese-German Journal of Clinical Oncology 9, no. 5 (May 2010): 308. http://dx.doi.org/10.1007/s10330-010-0041-7.

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4

Burton, Larry D. "The Create-ive Nature of the Create-ed." Journal of Research on Christian Education 27, no. 3 (September 2, 2018): 195–96. http://dx.doi.org/10.1080/10656219.2018.1546430.

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5

Sugathan, Praveen, and Avinash Mulky. "Impact of Failed Co-created Services on Future Motivation to Co-create." Academy of Management Proceedings 2015, no. 1 (January 2015): 18781. http://dx.doi.org/10.5465/ambpp.2015.314.

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6

YANG, Yang, Luis DIAGO, and Ichiro HAGIWARA. "A Create Method of the Origami Crease Patterns Folded by Origami Robot." Proceedings of the Dynamics & Design Conference 2019 (2019): 450. http://dx.doi.org/10.1299/jsmedmc.2019.450.

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7

Holmene, Ingeborg. "Click, Create Audience?" Norsk medietidsskrift 26, no. 04 (December 5, 2019): 1–19. http://dx.doi.org/10.18261/issn.0805-9535-2019-04-04.

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8

Devereaux, Kent, and I. Wayan Sadra. "Karya ["Create"]: Compositions." Leonardo Music Journal 1, no. 1 (1991): 111. http://dx.doi.org/10.2307/1513136.

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9

Sueyoshi, Amy. "Skate and Create." Amerasia Journal 41, no. 2 (December 2015): 2–23. http://dx.doi.org/10.17953/aj.41.2.2.

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10

Menssen, Sandra L., and Thomas D. Sullivan. "Must God Create?" Faith and Philosophy 12, no. 3 (1995): 321–41. http://dx.doi.org/10.5840/faithphil199512343.

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11

HARRIS, RON, and HARI RAJARAMAN. "Conceive and Create." Plastics Engineering 77, no. 10 (December 2021): 32–35. http://dx.doi.org/10.1002/peng.20603.

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12

DiChristina, Mariette. "Destroyers that Create." Scientific American 307, no. 2 (July 17, 2012): 6. http://dx.doi.org/10.1038/scientificamerican0812-6.

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13

Gladieux, Rosemary. "GCT Review: Create." Gifted Child Today Magazine 10, no. 2 (March 1987): 41. http://dx.doi.org/10.1177/107621758701000220.

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14

Powell, Kendall. "SINEs create boundaries." Journal of Cell Biology 178, no. 4 (July 30, 2007): 545. http://dx.doi.org/10.1083/jcb.1784rr1.

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15

Van de Vliert, Evert. "Climates Create Cultures." Social and Personality Psychology Compass 1, no. 1 (August 21, 2007): 53–67. http://dx.doi.org/10.1111/j.1751-9004.2007.00003.x.

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16

Wood, Lucy Sollers. "Freedom to Create." Art Therapy 7, no. 2 (July 1990): 94–95. http://dx.doi.org/10.1080/07421656.1990.10758899.

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17

McGladrey, Margaret, Seth Noar, Richard Crosby, April Young, and Elizabeth Webb. "Creating Project CREATE." American Journal of Health Education 43, no. 6 (November 2012): 341–48. http://dx.doi.org/10.1080/19325037.2012.10598864.

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18

A, Spicer, Schultz A, Olson M, Olaiya O, Selman S, Schauer J, Kirkorian H, Dilworth-Bart J, and Malecki K. "The CREATE study." Environmental Epidemiology 3 (October 2019): 379. http://dx.doi.org/10.1097/01.ee9.0000610220.55456.42.

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19

Kniveton, Mark. "Create games together." Practical Pre-School 2014, no. 156 (January 2014): 3–4. http://dx.doi.org/10.12968/prps.2014.1.156.iii.

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20

Laursen, Lucas. "Date and create." Nature 463, no. 7282 (February 2010): 736. http://dx.doi.org/10.1038/463736b.

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21

Sadowsky, James. "Why create Hitler." New Blackfriars 71, no. 834 (January 1990): 14–16. http://dx.doi.org/10.1111/j.1741-2005.1990.tb01378.x.

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22

Dekay, Becky. "Create | Display | Heal." Oncology Issues 27, no. 6 (November 2012): 34–37. http://dx.doi.org/10.1080/10463356.2012.11883808.

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23

Hartman, Ann. "Words Create Worlds." Social Work 36, no. 4 (July 1991): 275–76. http://dx.doi.org/10.1093/sw/36.4.275.

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24

Swift, Cheryl, and Katherine L. Scott. "Create Lasting Memories." Journal of Obstetric, Gynecologic & Neonatal Nursing 40 (June 2011): S13. http://dx.doi.org/10.1111/j.1552-6909.2011.01242_16.x.

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25

Bozell, Jeanna. "Create curb appeal." Nursing Management (Springhouse) 31, no. 8 (August 2000): 35–36. http://dx.doi.org/10.1097/00006247-200008000-00024.

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26

Schwartz, Diane C., and Darra Pace. "Students Create Art." TEACHING Exceptional Children 40, no. 4 (March 2008): 50–54. http://dx.doi.org/10.1177/004005990804000406.

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27

Rajivan, Anuradha Khati. "Create or cram." Asia Pacific Journal of Social Work and Development 22, no. 1-2 (March 2012): 63–74. http://dx.doi.org/10.1080/02185385.2012.681145.

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28

McCord Adams, Marilyn. "Can Creatures Create?" Philosophia 34, no. 2 (November 15, 2006): 101–28. http://dx.doi.org/10.1007/s11406-006-9020-1.

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29

Hausman, Carl R. "Can computers create?" Interchange 16, no. 1 (March 1985): 27–37. http://dx.doi.org/10.1007/bf01187589.

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30

Nick, Peter. "Destroy to create." Protoplasma 255, no. 1 (December 9, 2017): 1–2. http://dx.doi.org/10.1007/s00709-017-1193-x.

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31

Kokich, Vincent G. "Create realistic objectives." American Journal of Orthodontics and Dentofacial Orthopedics 139, no. 6 (June 2011): 713. http://dx.doi.org/10.1016/j.ajodo.2011.04.002.

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32

Kokich, Vincent G. "Create the vision." American Journal of Orthodontics and Dentofacial Orthopedics 140, no. 6 (December 2011): 751. http://dx.doi.org/10.1016/j.ajodo.2011.10.001.

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33

Maccoby, Michael. "The Human Side: To Create Quality, First Create the Culture." Research-Technology Management 36, no. 5 (September 1993): 49–51. http://dx.doi.org/10.1080/08956308.1993.11670929.

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34

Walesh, Stuart G. "To Engineer Is to Create: To Create Is to Engineer." Leadership and Management in Engineering 12, no. 3 (July 2012): 187–88. http://dx.doi.org/10.1061/(asce)lm.1943-5630.0000189.

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35

Kruglova, Maria S. "Trash-art in China and Korea: Struggle for the Cultural Heritage — the Case of Porcelain." Oriental Courier, no. 4 (2022): 117. http://dx.doi.org/10.18254/s268684310023833-4.

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The article discusses examples of trash art created by contemporary Chinese and Korean artists. In view of the environmental and social agenda, contemporary artists often use materials once used for completely different purposes. Chinese and Korean artists are no exception here. The author considers examples of the broken porcelain used to create new art objects created in China and Korea. Beijing-based artist Li Xiaofeng creates wearable dresses from broken porcelain from the Song, Ming, and Qing dynasties, and works with new broken porcelain to create designs with fashion houses such as Lacoste and Alexander McQueen. Korean ceramist Yee Soo Kyung takes broken porcelain to create oddly shaped vases and sculptures using the traditional Japanese kintsugi restoration method. Recycled China creates art panels and functional flowerpots from scrap Jingdezhen porcelain and aluminum. Lei Xue works in a different plane of trash art. The artist creates products from new materials, imitating garbage, for example, crumpled tin cans. At the same time, the author paints his products with patterns traditional for Chinese porcelain. Author concludes that, unlike Western artists concerned about environmental issues, Eastern ones are more often concentrated on the preservation of cultural heritage. They are trying to present old, crashed traditional art objects in a new, more attractive light for modern society needs, as well as to fit objects into the modern social agenda, more precisely, to make them “fashionable”.
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36

Benedikter, Roland. "Can Machines Create Art?" Challenge 64, no. 1 (January 2, 2021): 75–86. http://dx.doi.org/10.1080/05775132.2020.1842021.

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37

Song, Daegene. "Does Observation Create Reality?" NeuroQuantology 19, no. 1 (February 18, 2021): 11–15. http://dx.doi.org/10.14704/nq.2021.19.1.nq21002.

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It has been suggested that the locality of information transfer in quantum entanglement indicates that reality is subjective, meaning that there is an innate inseparability between the physical system being observed and the conscious mind of the observer. This paper attempts to outline the relation between macroscopic and microscopic worlds in the measurement process in regards to whether observation creates reality. Indeed, the Maxwell's demon thought experiment suggests a correlation between a microscopic (quantum) system and a macroscopic (classical) apparatus, which leads to an energy transfer from the quantum vacuum to the physical world, similar to particle creation from a vacuum. This explanation shows that observation in quantum theory conserves, rather than creates, energy.
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38

KIM, Kangwon, Koji MIKAMI, Akinori ITO, and Kunio KONDO. "How to create “Name”." Journal of Graphic Science of Japan 45, no. 4 (2011): 11–20. http://dx.doi.org/10.5989/jsgs.45.4_11.

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39

Masson, Céline. "Create! Strategies of Survival." Recherches en psychanalyse 11, no. 1 (2011): 68a. http://dx.doi.org/10.3917/rep.011.0253.

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40

Hinchey, Elizabeth K., and Janet A. Nestlerode. "Create a Critter Collector." American Biology Teacher 63, no. 8 (October 2001): 606–8. http://dx.doi.org/10.1662/0002-7685(2001)063[0606:cacc]2.0.co;2.

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41

Baxamusa, Mufaddal. "Mergers that create value." Corporate Ownership and Control 5, no. 4 (2008): 204–18. http://dx.doi.org/10.22495/cocv5i4c1p5.

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This study uses the governance and operating characteristics of acquirer and target firms to investigate which mergers are profitable, and I find that mergers between well-governed acquirers and poorly governed targets are profitable. In comparison with poorly governed acquirers, well-governed firms acquire targets with lower capital intensity and higher employee intensity. The employee productivity of well-governed acquirers increases after mergers as a result of an increase in the number of employees, combined with an even larger increase in sales. Surprisingly, mergers between poorly governed acquirers and well-governed targets result in the largest increases in operating performance
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42

Ritchie, Graeme. "Can Computers Create Humor?" AI Magazine 30, no. 3 (July 7, 2009): 71. http://dx.doi.org/10.1609/aimag.v30i3.2251.

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Despite the fact that AI has always been adventurous in trying to elucidate complex aspects of human behaviour, only recently has there been research into computational modelling of humor. One obstacle to progress is the lack of a precise and detailed theory of how humor operates. Nevertheless, since the early 1990s, there have been a number of small programs that create simple verbal humor, and more recently there have been studies of the automatic classification of the humorous status of texts. In addition, there are a number of advocates of the practical uses of computational humor: in user-interfaces, in education, and in advertising. Computer-generated humor is still quite basic, but it could be viewed as a form of exploratory creativity. For computational humor to improve, some hard problems in AI will have to be addressed.
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43

Davies, Brian. "Does God Create Existence?" International Philosophical Quarterly 30, no. 2 (1990): 151–57. http://dx.doi.org/10.5840/ipq19903025.

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44

Leisewitz, Adrian, and George Musgrave. "Does Spotify Create Attachment?" Culture Unbound 14, no. 1 (July 24, 2022): 75–100. http://dx.doi.org/10.3384/cu.3384.

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This paper seeks to measure the extent to which algorithmically generated playlists, conceptualised herein as cultural intermediaries (Bourdieu 1984), create ‘attachment’ between consumers of music and producers of music. This was undertaken following debates in the professional music press problematising the ability of streaming platforms to create relationships between artists and listeners and, in a wider discussion, to generate sustainable income for musicians (Chartmetric 2018, Mulligan 2019 in Griffiths 2019, Music Ally 2019). We develop the idea from cultural and economic scholars that intermediation results in ‘attachment’ on behalf of consumers (Callon et.al 2002, Smith Maguire & Matthews 2012) by formulating a definition of the term informed by insights from consumer psychology and applying this framework to a 115-question survey completed by listeners to Spotify’s ‘Discover Weekly’ Playlist for a one-week period. The findings suggest that the playlist was able to generate close to no attachment for those considered poorly-involved new music consumers, and only minor to mid-levels of attachment for those participants considered heavily-involved new music consumers. We therefore propose that algorithmically curated playlists can influence low-cost audience attachment behaviours while their overall impact on the economic success of artists may be limited. This paper contributes towards academic debates concerning the role and impact of cultural intermediaries and lends early empirical support to discussions within the professional music industries and wider public policy (GOV 2020) concerning the uncertain ability of playlists to influence the artist-fan relationship. In addition, by developing a methodologically precise definition of ‘attachment’, it is hoped that the framework provided by this modest study can act as a guide for other researchers to explore the concept of intermediation and attachment with larger sample sizes on alternative playlist types and on other digital platforms.
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45

Thurley, Kay. "Place cells create landmarks." Neuron 109, no. 24 (December 2021): 3902–4. http://dx.doi.org/10.1016/j.neuron.2021.11.030.

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46

Jurášek, Michal, Eva Benešová, and Vlastimil Vyskočil. "Let's Create Graphical Abstracts." Chemické listy 116, no. 2 (February 15, 2022): 99–100. http://dx.doi.org/10.54779/chl20220099.

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47

Park, John S. "What do entrepreneurs create?" Action Learning: Research and Practice 18, no. 2 (May 4, 2021): 188–91. http://dx.doi.org/10.1080/14767333.2021.1935056.

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48

Hertzmann, Aaron. "Can Computers Create Art?" Arts 7, no. 2 (May 10, 2018): 18. http://dx.doi.org/10.3390/arts7020018.

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49

English, Ray, and Larry Hardesty. "SCHOLARLY COMMUNICATION: Create change." College & Research Libraries News 61, no. 6 (June 1, 2000): 515–18. http://dx.doi.org/10.5860/crln.61.6.515.

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50

Palmer, Blaire. "Create individualized motivation strategies." Strategic HR Review 4, no. 3 (March 2005): 5. http://dx.doi.org/10.1108/14754390580000597.

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