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1

Ertz, Myriam. "Co-Creation". Encyclopedia 4, nr 1 (12.01.2024): 137–47. http://dx.doi.org/10.3390/encyclopedia4010012.

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Co-creation has gained traction in recent years and various fields, including marketing, product development, and innovation studies, as it leverages the collective expertise and insights of multiple parties to enhance outcomes. Broadly, co-creation refers to the collaborative process of involving stakeholders, such as customers, suppliers, employees, or the public, in creating or improving products, services, or experiences.
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Menon, Arun B. "Value and Value Co-Creation". Global Journal For Research Analysis 3, nr 1 (15.06.2012): 42–43. http://dx.doi.org/10.15373/22778160/january2014/33.

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Lynch, Elizabeth. "Co-creation theory". Nursing Standard 20, nr 4 (5.10.2005): 18–19. http://dx.doi.org/10.7748/ns.20.4.18.s23.

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Greer, Dominique A. "Defective co-creation". European Journal of Marketing 49, nr 1/2 (9.02.2015): 238–61. http://dx.doi.org/10.1108/ejm-07-2012-0411.

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Purpose – This study aims to explore the scope of consumers’ defective co-creation behaviour in professional service encounters. One of the founding premises of service-dominant logic (Vargo and Lusch, 2004, 2008) is that consumers co-create the value they derive from service encounters. In practice, however, dysfunctional consumer behaviour can obstruct value co-creation. Extant research has not yet investigated consumers’ defective co-creation behaviour in highly relational services, such as professional services, that are heavily reliant on co-creation. Design/methodology/approach – To investigate defective co-creation in professional services, 164 critical incidents were collected from 38 health-care and financial service providers using the critical incident technique within semi-structured, in-depth interviews. Thematic coding was used to identify emergent themes and patterns of consumer behaviour. Findings – Thematic coding resulted in a comprehensive typology of consumers’ defective co-creation behaviour that both confirms the prevalence of previously identified dysfunctional behaviours (e.g. verbal abuse and physical aggression) and identifies two new forms of consumer misbehaviour: underparticipation and overparticipation. Further, these behaviours can vary, escalate and co-occur during service encounters. Originality/value – Both underparticipation and overparticipation are newly identified forms of defective co-creation that need to be examined within the broader framework of service-dominant logic (SDL).
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Hsu, Jeffrey, Li-Chun Lin i Mel Stern. "Curriculum Co-Creation". International Journal of Knowledge-Based Organizations 13, nr 1 (3.02.2023): 1–24. http://dx.doi.org/10.4018/ijkbo.317116.

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One of the emerging areas is knowledge co-creation, and more specifically, in an educational context, curriculum co-creation. The ability to solicit feedback, reactions, suggestions, and improvements with regards to courses and educational programs from students is an interesting and promising one, but a concept which requires that existing norms and practices be put aside to allow students to share in the evaluation, revision, and design process, together with instructors and administrators. This paper examines the foundations of curriculum co-creation, including its educational theory foundations, critical variables and considerations, and a review of recent programs and initiatives. A framework of the key curriculum co-creation variables is presented, followed by suggestions for future research.
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Chen, Yi-Wen. "Sustainable Value Co-Creation in the Virtual Community: How Diversified Co-Creation Experience Affects Co-Creation Intention". International Journal of Environmental Research and Public Health 17, nr 22 (17.11.2020): 8497. http://dx.doi.org/10.3390/ijerph17228497.

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The popularization of digital infrastructure has enabled the rise of the online game industry. Instead of targeting entertainment-oriented technology and services, which are the focus of most relevant studies, in the present study, we review the literature from the perspective of considering players of online games as both consumers of entertainment and co-creators of value. The three major antecedents of the theory of planned behavior, namely personal attitude toward co-creation, subjective norms and perceived behavioral control, were modified to explore the relevant constructs. Specifically, the diversity of co-creation experience was used to predict co-creation intention. The proposed model was empirically evaluated through the structural equation modeling of survey data collected from 321 World of Warcraft (WoW) players. As hypothesized, the diversified co-creation experience positively affected the antecedents. The findings provide implications on how to increase players’ participation in co-creation to achieve sustainable mutual benefits.
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Luonila, Mervi, i Annukka Jyrämä. "Does co-production build on co-creation or does co-creation result in co-producing?" Arts and the Market 10, nr 1 (10.03.2020): 1–17. http://dx.doi.org/10.1108/aam-04-2019-0014.

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PurposeThe purpose of this conceptual paper is to deepen the theoretical understanding on value (co-)creation particularly in the context of arts.Design/methodology/approachThrough critical readings of the current theories on co-creation and co-production, we analyse literature relating to the network and service-dominant logic from the perspective of the arts field.FindingsIt is argued here that the context for value co-creation might be better analysed through network relationships, allowing a better identification of actors and their roles. We highlight the role of non-expert consumers through their co-creational experiences. In addition, we question the implicit assumption that the outcome of value co-creation is always progressive.Practical implicationsThe paper provides deeper understanding for art managers of the mechanisms of value (co-)creation.Social implicationsThe paper provides new knowledge of the variety of levels of relations in the value co-creation.Originality/valueThe novelty of the paper lies in the new conceptual framework that offers both a wider perspective for theory building of value (co)creation in the context of arts management and deeper understanding for art managers of the mechanisms of value (co-)creation.
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Benson, Tony, Susanne Pedersen, George Tsalis, Rebecca Futtrup, Moira Dean i Jessica Aschemann-Witzel. "Virtual Co-Creation: A Guide to Conducting Online Co-Creation Workshops". International Journal of Qualitative Methods 20 (styczeń 2021): 160940692110530. http://dx.doi.org/10.1177/16094069211053097.

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COVID-19 has impacted research worldwide, with many researchers turning to online methods. While online and co-creation research methods are well established, there are no instructional articles or guides for researchers aiming to conduct online co-creation workshops. Such workshops can provide quality data and are increasingly used. This methods paper addresses this gap by outlining the steps involved in conducting online co-creation workshops. Using the TruSTFood sustainability food labelling study as an example, this paper provides instructions and considerations for researchers. It serves as a guide for those interested in or new to this area and can be used to transfer existing research online owing to social distancing and the pandemic or new research beyond.
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Roser, Thorsten, Robert DeFillippi i Alain Samson. "Managing your co‐creation mix: co‐creation ventures in distinctive contexts". European Business Review 25, nr 1 (4.01.2013): 20–41. http://dx.doi.org/10.1108/09555341311287727.

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PurposeThe purpose of this paper is to make a contribution to co‐creation theory by integrating conceptual insights from the management and marketing literatures that are both concerned with co‐creation phenomena. It aims to develop a reference model for comparing how different organizations organize and manage their co‐creation ventures. It also aims to apply the authors' framework to four distinct cases that illustrate the differences in co‐creation practice within different co‐creation environments.Design/methodology/approachThe authors compare four different companies based on case profiles. Each company is employing its own distinct approach to co‐creating. The authors employ a method mix including literature analysis, structured interviews, document and web site analysis, as well as participation.FindingsThe reference model offers a set of useful dimensions for case‐based inquiry. The case comparisons show how firms may decide to systematise and manage a mix of co‐creation activities within B2B versus B2C contexts, utilising either crowd‐sourced or non‐crowd‐sourced approaches. Further, the case comparisons suggest that there are less differences in B2B versus B2C co‐creation as compared with crowd‐sourced versus non‐crowd‐sourced approaches. Ultimately, implementation decisions in one dimension of co‐creation design (e.g. whom to involve in co‐creation) will affect other dimensions of implementation and governance (e.g. how much intimacy) and thus how co‐creation needs to be managed.Originality/valueThe paper presents case comparisons utilising B2B versus B2C, as well as crowd versus non‐crowd‐sourcing examples of co‐creation and an original decision support framework for assessing and comparing co‐creation choices.
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Garmann-Johnsen, Niels F., Dag H. Olsen i Tom R. Eikebrokk. "The Co-creation Canvas". Procedia Computer Science 181 (2021): 189–97. http://dx.doi.org/10.1016/j.procs.2021.01.120.

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Autio, Erkko, i Llewellyn D. W. Thomas. "Ecosystem value co-creation". Academy of Management Proceedings 2018, nr 1 (sierpień 2018): 15913. http://dx.doi.org/10.5465/ambpp.2018.15913abstract.

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Wang, Yonggui, i Dahui Li. "Virtual Space Co-Creation". Journal of Organizational and End User Computing 28, nr 2 (kwiecień 2016): 92–106. http://dx.doi.org/10.4018/joeuc.2016040106.

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By integrating theories and findings from prior user innovation literature, the authors examine how to improve a customer's co-creation and personalization performance of virtual products by means of harnessing the complementary effects of user characteristics (leading edge status, customer knowledge, and creative self-efficacy) and firm supporting factors (user toolkits and user communities). They tested an integrated research model using survey data collected from 308 Chinese consumers who personalized their virtual spaces by utilizing the tools and supports provided on a social network service site. The authors find that the integrated model that includes both user factors and firm factors was more powerful in terms of explaining a higher variance in personalization effectiveness. They also find that leading edge status, creative self-efficacy, and user communities had stronger impacts on personalization effectiveness than did customer knowledge and user toolkits. The findings provide a broader review of user factors and firm factors for business practitioners and researchers to understand co-creation and personalization.
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13

Samant, Shridhar M., Shirish Sangle i Sonal Daulatkar. "Co-Creation with Stakeholders". International Journal of Social Ecology and Sustainable Development 7, nr 3 (lipiec 2016): 34–46. http://dx.doi.org/10.4018/ijsesd.2016070102.

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Creating value is the most imperative motive of an organization. To address the future sustainability challenges, organizations need to create value in a way which takes care of not only the environmental and social needs of the growing population but also the economic ones. Sustainable Value (SV) creation is the key for addressing such needs, and it can be enhanced by stakeholder engagement affected through a range of dialogues. This paper presents a 4x4 grid as a prescriptive tool for practising managers. By assessing the organization's current level of engagement and corresponding level of stakeholders' value obtained, managers can choose the more enabling dialogue to attain progressive levels of SV achieved by implementing the four sustainability strategies. However, to maximize the possible benefits of co-creation with stakeholders and to simultaneously minimize the risks, managers need to choose the projects carefully and cautiously. Theoretically, this paper serves as a base for encouraging further research on co-creating enhanced SV.
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Auguiste, Reece, Helen De Michiel, Brenda Longfellow, Dorit Naaman i Patricia R. Zimmermann. "Co-creation in Documentary". Afterimage 47, nr 1 (2020): 34–35. http://dx.doi.org/10.1525/aft.2020.471006.

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Tsani, Rubby Rahman. "Co-Creation Performance Analysis". Management and Entrepreneurship Research Review 1, nr 1 (21.04.2020): 15–23. http://dx.doi.org/10.35899/merr.v1i1.81.

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Purpose- To conduct a survey study on Co-Creation performance analysis on XL SIM card users on XL interactive fan page. Co-creation, as a marketing strategy, aims at building character and improving product performance through collaboration with customers. This strategy is expected to increase sales and potential markets. Telecommunication is one of the industrial sectors with greatly potential market Design/Methodology/Approach The research method used was cross-sectional method. This study was carried out with the margin of error 0.05, the degrees of freedom of dk (n-2), and one-sided test; one-tailed test. Hypothesis testing was used to determine whether the hypothesis was accepted or rejected. Findings- Co-creation performance on XL product comprised of Interaction Across, Option, Access, and Price experience. The assessment of access had highest dimension in creating customer value and had impact on customer satisfaction. On the contrary, option dimension was the lowest one. Research Limitations/Implications- Co-creation had come to be value-added product as the result of collaboration between producer and customers. However, the customers considered the performance of co-creation; option dimension, did not work effectively. Practical Implications- The results indicated that value dimension had highest average on the co-creation performance of XL sim card users. Contrarily, the smallest value obtained was option dimension. This implied that XL had provided enough access between customers and the company. Accordingly, the company knows exactly customers' needs and expectation. The customers can also choose what they need and expect from the product used.
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Ehlen, Corry, Marcel van der Klink, Jol Stoffers i Henny Boshuizen. "The Co-Creation-Wheel". European Journal of Training and Development 41, nr 7 (7.08.2017): 628–46. http://dx.doi.org/10.1108/ejtd-03-2017-0027.

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Purpose This study aims to design and validate a conceptual and practical model of co-creation. Co-creation, to design collaborative new products, services and processes in contact with users, has become more and more important because organisations increasingly require multidisciplinary collaboration inside and outside the organisation to respond to challenges and create added value. Design/methodology/approach This is a design and validation study, which uses mixed-methods, a reconstructive design and a semi-structured interview with a questionnaire as validation. The designed model is validated by 14 scholars and practitioners across fields. Findings Designed is a conceptual and practical model, the four-dimensional Co-Creation-Wheel, which contains success factors for co-creation: 12 internal team factors plus 4 external conditions and a core. The validation study of this model, scientifically and as a practical instrument, supported the importance of the components of the model and suggested slight improvements. This resulted in a refinement of the first designed Co-Creation-Wheel. Research limitations/implications Although restricted usefulness to large-scale structured innovation practices was expected, the instrument has a broader reach. First applications demonstrate that this Co-Creation-Wheel is multifunctional and international. It inspires, supports reflection of collaboration, stimulates interventions to enhance co-creation practices and human resource development (HRD) activities and is able to measure the quality of co-creation elements. Further research on its effects in co-creation practices is necessary, especially on the role of HRD in co-creation.. Originality/value This study is the first to design and validate a multifaceted, holistic conceptual and practical model of co-creation that is easy to use for innovators in practice and is multifunctional.
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Waldron, Hannah, i Steve Braund. "CHAOS: A Co-Creation". Journal of Illustration 7, nr 1 (1.08.2020): 205–23. http://dx.doi.org/10.1386/jill_00031_1.

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This is a critical account of a year-long collaboration between MA Authorial Illustration students and service users of a social services organization and mental healthcare provider, The CHAOS Group (Community Helping All Of Society), with the aim of communicating the journey of those experiencing mental health issues and the efficacy of authorial illustration in promoting wellbeing. Central to the project was the production of the book CHAOS: A Co-Creation, and this article describes the book’s development and the experience of working in the co-creation mode. Drawing upon research methods in narrative and authorial illustration, the article explores the potential of authorial illustration to serve as a tool for benefitting mental health: could an illustrational mindset ‐ one rooted within personal authorship ‐ bring out those personal voices, rekindling a sense of worth and self-esteem? At the heart of the project was the concept of shared creative process, a ‘thinking-through-making’ in which weekly creative sessions allowed each of the participants’ individual voices to emerge and feel empowered through a gradual encouragement to author personal stories. Alongside the fostering of individual authorial voices through illustration, the article describes how, through a non-hierarchical co-creation process, we witnessed a collective empowerment. The article draws upon the recent research-based publication Co-Creation (in France) and draws on the notion from social psychology that there seems to be a sense in which narrative, rather than referring to ‘reality’, may in fact create or constitute it, as when ‘fiction’ creates a ‘world’ of its own: empowering each individual to author their own life-story (Jerome Bruner 1991: 1‐21).
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Zunjarwad, Renu. "Nostalgia and co-creation". J. of Design Research 21, nr 1 (2023): 62–78. http://dx.doi.org/10.1504/jdr.2023.133265.

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Li, Genzhu, Xianliang Shi, Yefei Yang i Peter K. C. Lee. "Green Co-Creation Strategies among Supply Chain Partners: A Value Co-Creation Perspective". Sustainability 12, nr 10 (25.05.2020): 4305. http://dx.doi.org/10.3390/su12104305.

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In response to the global fight against environmental deterioration and resource shortage, many governments call on firms to implement green innovation strategies. However, for most small and medium-sized firms, the high cost of green innovation makes it difficult to achieve green goals, causing the need for a growing number of firms to cooperate with their supply chain partners on green innovations. Thus, this study explores, from a value co-creation perspective, how supply chain partners share the investment in, and benefits of, green innovation, assuring their long-term cooperation. Based on a three-level manufacturing supply chain, this paper proposes three different types of green co-creation strategies (i.e., the manufacturer and its supplier, the manufacturer and its competitor, the manufacturer and its retailer). We set the mechanism of co-creation to share the cost of green investment and consider the impact of co-creation on the sales of supply chain partners. Then, by constructing the value functions of three co-creation strategies and proving the concavity of these functions, the findings indicate that different co-creation strategies can indeed improve the firm’s profit in a certain range and achieve a different maximum value in a certain green investment sharing point. This study enriches the literature on green co-creation in supply chains by combing green investment sharing strategies among supply chain partners with value co-creation. In addition, this study provides manufacturers with guidelines on how to share green costs and choose a green co-creation strategy in different operational environments.
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Fagerstrøm, Asle, Liv Marie Bendheim, Valdimar Sigurdsson, Gordon R. Foxall i Sanchit Pawar. "The marketing firm and co‐creation: The case of co‐creation by LEGO". Managerial and Decision Economics 41, nr 2 (13.08.2019): 226–33. http://dx.doi.org/10.1002/mde.3077.

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Prahalad, C. K., i Venkat Ramaswamy. "Co-creation experiences: The next practice in value creation". Journal of Interactive Marketing 18, nr 3 (styczeń 2004): 5–14. http://dx.doi.org/10.1002/dir.20015.

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Waller, Paul. "Co-Production and Co-Creation in Public Services". International Journal of Electronic Government Research 13, nr 2 (kwiecień 2017): 1–17. http://dx.doi.org/10.4018/ijegr.2017040101.

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Publications continue to affirm that there are no agreed definitions or conceptual frameworks for co-production and co-creation in relation to public services. Consequently, across and within academic and grey literature lie many examples of confusion and contradictions. These hinder insightful discussion and explanatory research. This paper argues that underlying this muddle is a failure to be clear about the nature and structure of public services. The commonly used “service to customers” model from commerce is a misleading oversimplification. To re-frame the discussions on co-creation and co-production, a model is developed of a generic multi-actor, multi-instrument system that helps to identify the real issues associated with governmental and non-governmental actors combining to achieve a social outcome. The system can be assessed in terms of relationships (e.g. degrees of openness and collaboration) and the role of technology (e-government). The essential role of the government is determined to be policy and system design.
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Martovoy, Andrey, i Jennifer Dos Santos. "Co-creation and co-profiting in financial services". International Journal of Entrepreneurship and Innovation Management 16, nr 1/2 (2012): 114. http://dx.doi.org/10.1504/ijeim.2012.050446.

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Weidinger, Lisa, Kerstin Löffler i Judith Goldgruber. "Co-Creation: Gesundheit gemeinsam gestalten". ProCare 26, nr 3 (marzec 2021): 46–49. http://dx.doi.org/10.1007/s00735-021-1321-x.

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IKEDA, Tsukasa. "Co-Creation and Interdisciplinary Perspective". Journal of The Institute of Electrical Engineers of Japan 142, nr 8 (1.08.2022): 487. http://dx.doi.org/10.1541/ieejjournal.142.487.

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Gopi, Ashwin Goutham, i Bertha Teresa Jimenez. "Entrepreneurship as Value Co-Creation". Academy of Management Proceedings 2017, nr 1 (sierpień 2017): 12670. http://dx.doi.org/10.5465/ambpp.2017.12670abstract.

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강문영. "Co-creation Initiatives: Scale Development". Journal of Product Research 36, nr 3 (czerwiec 2018): 81–85. http://dx.doi.org/10.36345/kacst.2018.36.3.009.

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Lystbæk, Christian Tang, Karen Harbo i Christian Højbjerg Hansen. "Unboxing co-creation with students". Nordic Journal of Information Literacy in Higher Education 11, nr 1 (25.06.2019): 3–15. http://dx.doi.org/10.15845/noril.v11i1.2613.

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Co-creation has received increasing interest as a way of develop products and services in collaboration with customers and clients. Recently, co-creation has been introduced in higher education; however, there is no general agreement about what this entails, and while the concept of co-creation has been used in a number of differing contexts, descriptions tend to focus on potentials only and not the tensions inherent in this kind of collaboration. In this paper we describe a conceptual model for co-creation with students and explore the potentials as well as the tensions inherent in co-creation with students at academic libraries. Through a case study at The Royal Danish Library, Aarhus University Library we develop a conceptual model for co-creation with students that identifies the key aspects of co-creation with students and indicates its key potentials and tensions.
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YUYAMA, Yoshito. "Co-Creation of Smart Village". JOURNAL OF RURAL PLANNING ASSOCIATION 33, nr 1 (2014): 21–24. http://dx.doi.org/10.2750/arp.33.21.

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Uskoković, Vuk. "Co-creation of experiential qualities". Pragmatics and Cognition 19, nr 3 (19.10.2011): 562–89. http://dx.doi.org/10.1075/pc.19.3.08usk.

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Cognitive sciences have been interminably in search for a consistent philosophical framework for the description of perceptual phenomena. Most of the frameworks in usage today fall in-between the extremes of constructivism and objective realism. However, whereas constructivist cognitive theories face difficulties when attempting to explain the experiential commonality of different cognitive entities, objectivistic theories fail in explaining the active role of the subject in the formation of experiences. This paper undertakes to compare and eventually combine these two major approaches to describing cognitive phenomena. It is argued that constructivist explanations inevitably refer to a ‘hidden’ ontological source of experience, and that a compromise between the constructivist and realistic standpoints presents a natural basis for understanding cognitive phenomena. A view of all experiences as co-created through an interplay between a constructivist creativity and a realistic source of perceptual stimuli is proposed. A middle ground between the hardly compatible constructivist and objectivistic approaches to experiential realities is proposed from the standpoint of experiential co-creation. Traditionally divided, idealistic and realistic philosophical stances may thus become merged into a single consistent epistemological framework. Many favorable cognitive and psychosomatic consequences may arise from acknowledging the balance between ‘inner’ and ‘outer’ creativity proposed by the co-creational thesis.
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Naaman, Dorit. "When is Co-creation Possible?" Afterimage 47, nr 1 (2020): 42–47. http://dx.doi.org/10.1525/aft.2020.471008.

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Stoten, David William, Stanley Oliver, Jim O’Brien i Callum Garland Swain. "Co-creation and online learning". Journal of Applied Research in Higher Education 10, nr 1 (5.02.2018): 44–60. http://dx.doi.org/10.1108/jarhe-06-2017-0068.

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Smith, Amanda, i Rachelle Moore. "Digital Distortion Through Co-creation". Journal of Textile Design Research and Practice 8, nr 3 (28.01.2019): 276–97. http://dx.doi.org/10.1080/20511787.2018.1524088.

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Ramaswamy, Venkat, i Kerimcan Ozcan. "Strategy and co-creation thinking". Strategy & Leadership 41, nr 6 (4.11.2013): 5–10. http://dx.doi.org/10.1108/sl-07-2013-0053.

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Rock, Jenny, Mark McGuire i Alexandra Rogers. "Multidisciplinary Perspectives on Co-creation". Science Communication 40, nr 4 (7.06.2018): 541–52. http://dx.doi.org/10.1177/1075547018781496.

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With its conceptual origins in marketing, design, and education, co-creation also has analogues in the fields of science and museology. Reviewing its development in these different disciplines highlights some common challenges (e.g., power relations) and benefits (e.g., joint knowledge production, critical thinking, and shared investment). Aligning this overview with conceptual models such as Arnstein’s ladder of citizen participation and Bakhtin’s carnival theory we aim to further inform the development of co-creation broadly within science communication.
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Ind, Nicholas, i Nick Coates. "The meanings of co‐creation". European Business Review 25, nr 1 (4.01.2013): 86–95. http://dx.doi.org/10.1108/09555341311287754.

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Flath, Beate. "Co-Creation-Prozesse in Livemusikkonzerten". Zeitschrift für Kulturmanagement 2, nr 2 (1.11.2016): 67–80. http://dx.doi.org/10.14361/zkmm-2016-0204.

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Abstract Mit dem Verfügbarwerden und der Omnipräsenz von digitalen Medientechnologien erschlossen sich neue Möglichkeiten, diese in unterschiedliche Kontexte des Kulturmanagements zu integrieren. In den letzten Jahren war der Trend zu beobachten, Apps für entsprechende Kulturangebote zu entwickeln - sei es im Kontext kulturvermittelnder Einrichtungen oder im Kontext der Künstler- und Küstlerinnenvermarktung. Zentral ist dabei stets die Möglichkeit zur Interaktion mit (potentiellen) Kunden und Kundinnen, auch vor Ort, was bis zu einem gewissen Grad die Integration dieser in die Leistungserstellung ermöglicht. Vor diesem Hintergrund greift der vorliegende Beitrag eine App aus dem populärmusikalischen Bereich heraus. Konkret handelt sich dabei um die Funktion Handy-Lightshow der offiziellen App der Schlagersängerin Helene Fischer, die das Einbeziehen der Konzertbesucher und Konzertbesucherinnen in die Konzertdramaturgie ermöglicht. Durch das Ausrichten des Smartphonedisplays Richtung Bühne werden über akustische Signale der Musik, Farbe und Helligkeit des Smartphonedisplays gesteuert, sodass ein ‚Lichtermeer‘ entsteht.Der Beitrag nimmt vor dem theoretischen Hintergrund des Customer-Experience-Managements (CEM) eine Einordnung vor und diskutiert die Frage, inwiefern diese Teilfunktion der App neue Möglichkeiten für das CEM in Form von Co-Creation-Prozessen in Livemusikkonzerten bietet. Die Bedeutung der präsentierten App- Funktion für das CEM liegt demnach vorrangig in der Möglichkeit, ein Konzertelement - die Light-Show - erlebnisorientiert mitzugestalten, welches normalerweise für Konzertbesucher und Konzertbesucherinnen nicht greifbar und nicht mitgestaltbar ist.
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Oliveira, Eduardo, i Emese Panyik. "Content, context and co-creation". Journal of Vacation Marketing 21, nr 1 (25.07.2014): 53–74. http://dx.doi.org/10.1177/1356766714544235.

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Pavlovich, Kathryn, i Patricia Doyle Corner. "Knowledge creation through co-entrepreneurship". International Journal of Knowledge Management Studies 1, nr 1/2 (2006): 178. http://dx.doi.org/10.1504/ijkms.2006.008852.

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Bollwerk, Elizabeth, Robert Connolly i Carol McDavid. "Co-Creation and Public Archaeology". Advances in Archaeological Practice 3, nr 3 (sierpień 2015): 178–87. http://dx.doi.org/10.7183/2326-3768.3.3.178.

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AbstractThis paper serves a dual purpose. First it is an introduction that aims to frame a set of papers that describe and discuss the process of co-creation in a variety of archaeological projects. We discuss the challenge of community engagement in public archaeology and offer co-creative practice as a method for improving our relationships with descendant communities and the general public. We begin by providing a definition of public archaeology and a brief overview of its evolution over the last few decades. Second, we discuss co-creation’s origins and utilization in the museum and business sectors, where the process is applied to address challenges similar to those archaeologists face. We then demonstrate how co-creation fits into the public/applied archaeological framework. We argue that co-creation must be both co (that is, share power in some way) and creative (that is, not just do the same things better, but do something new). Within this framework, we discuss how co-creation aligns with and informs current trends in public archaeology practice drawing from the case studies included in this issue. We conclude that co-creation has an important place on the collaborative continuum and can help our discipline become more responsive to the needs of our many publics.
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41

Laamanen, Mikko, i Per Skålén. "Collective–conflictual value co-creation". Marketing Theory 15, nr 3 (29.12.2014): 381–400. http://dx.doi.org/10.1177/1470593114564905.

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Pan, Haili. "Online Community Value Co-creation". Online Information Review 44, nr 3 (20.02.2020): 645–69. http://dx.doi.org/10.1108/oir-09-2018-0276.

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PurposeMany companies strengthen their interaction with consumers by establishing online communities and bring convenience to value co-creation with consumers. Some companies use economic and social strategies to stimulate consumer value creation. However, the way to increase the effectiveness of such corporate strategies remains unclear. To address this challenge, this study investigates the impact patterns of economic and social strategies that influence consumers' value co-creation behaviour in firm-hosted online communities (FOCs). Moreover, the effective conditions for the value co-creation of the two strategies are explored.Design/methodology/approachData from an FOC were collected for electronic communications products. A total of 1,305 second-hand data records on value co-creation activities were obtained. Then, an econometric model was built and Stata14.0 software was used for data analysis.FindingsThe effect of economic interaction strategy on the value co-creation in online communities is an inverted U-shaped model, and that of social interaction strategy is relatively stable and is not an inverted U-shaped model. Value creation initiatives introduced by enterprise personnel adopt economic strategies to improve effectiveness. On the contrary, value co-creation activities initiated by consumers use social strategies for the same purpose. Economic strategies are effective for large teams, whereas social strategies may lead to a “free rider” mentality.Research limitations/implicationsThis study finds two important factors affecting the value co-creation in FOCs and their effective boundaries. However, other factors may also affect the online community value co-creation. Future research can further explore the intrinsic mechanisms of these strategies for value co-creation.Practical implicationsThis article mainly discusses the influence of stimulation strategies on the value co-creation in an actual company community and exhibits good practical significance for the value co-creation activity and management in online communities. Firstly, corporate strategy is effective in communities, but this strategy requires proper control. Secondly, the company strategy must consider appropriate application conditions.Originality/valueThis study deepens the understanding of the impact of economic and social strategies on the value co-creation in FOCs and the effective boundaries of these impact patterns.
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Syam, Niladri B., i Amit Pazgal. "Co-Creation with Production Externalities". Marketing Science 32, nr 5 (wrzesień 2013): 805–20. http://dx.doi.org/10.1287/mksc.2013.0791.

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Cole-Turner, Ronald S. "IS Genetic Engineering Co-Creation?" Theology Today 44, nr 3 (październik 1987): 338–49. http://dx.doi.org/10.1177/004057368704400306.

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“This is the central problem of a theological understanding of genetic engineering and of technology in general. If we are to see our work as cooperative or co-creative with divine creativity, then we must have some sense of what God intends.”
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Agarwal, Yogesh. "Interdependence, Integration and Co-Creation". Management Dynamics 8, nr 1 (26.04.2022): 23–32. http://dx.doi.org/10.57198/2583-4932.1184.

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Suomi, Kati, Mervi Luonila i Jaana Tähtinen. "Ironic festival brand co-creation". Journal of Business Research 106 (styczeń 2020): 211–20. http://dx.doi.org/10.1016/j.jbusres.2018.08.039.

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Lipusch, Nikolaus, Dominik Dellermann, Ulrich Bretschneider, Philipp Ebel i Jan Marco Leimeister. "Designing for Crowdfunding Co-creation". Business & Information Systems Engineering 62, nr 6 (3.01.2020): 483–99. http://dx.doi.org/10.1007/s12599-019-00628-w.

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Alves, Antonio Pedro Cruz Costa, i Fabiano Rodrigues. "Brand identity co-creation dilemma". ReMark - Revista Brasileira de Marketing 21, nr 5 (4.01.2023): 1845–902. http://dx.doi.org/10.5585/remark.v21i5.21874.

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Objetivo: A co-criação é um tema com interesse crescente em branding, principalmente em relação à identidade de marca. Acadêmicos têm argumentado que a marca não é mais estável, permanente ou definida de maneira unilateral, mas deveria ser dinâmica e co-criada com diversos stakeholders. No entanto, essas duas visões distintas da identidade de marca revelam um dilema: co-criar ou não co-criar? Será que a identidade de marca é, ao mesmo tempo, constante e dinâmica, duradoura e efêmera, criada e co-criada? A co-criação ajudará a construir marcas fortes ou acabará por diluí-las? Este artigo tem por objetivo endereçar esse aparente paradoxo e fazer proposições teóricas sobre a relação entre co-criação e identidade de marca.Metodologia/Abordagem: Foi feita uma revisão sistemática de artigos relacionados à identidade de marca e à co-criação. Por meio da análise da literatura, discutimos teoricamente o impacto da co-criação na identidade de marca, fazendo uma relação com as teorias das representações sociais e do núcleo central.Resultados: Identificamos que o processo de co-criação tem diversas facetas: o envolvimento de executivos e funcionários, performances e negociações entre stakeholders e um processo evolutivo e potencialmente anárquico da identidade de marca, além de tensões e contestações.Contribuição Teórica: São apresentadas quatro proposições: (1) a identidade de marca tem um núcleo, que é mais permanente, e uma identidade de marca estendida, que é mais maleável; (2) quão mais perto a co-criação chegar do núcleo da identidade de marca, maior será o risco de sua diluição; (3) a co-criação é um processo dinâmico que pode impactar negativamente a identidade de marca; (4) quanto mais a identidade de marca estendida é co-criada, maior é o impacto positivo no brand equity.Originalidade: Este estudo discute os efeitos adversos da co-criação na identidade de marca, o que não é frequentemente analisado pela academia. Além disso, são feitas proposições sobre o limite de aplicação da co-criação antes de começar a diluir a identidade de marca.
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Kossmann, Fabio, Serje Schmidt i Flávio Régio Brambilla. "Value co-creation on soundcloud". ReMark - Revista Brasileira de Marketing 22, nr 5 (29.12.2023): 2016–80. http://dx.doi.org/10.5585/remark.v22i5.22476.

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Objective: From the perspective of micro-foundations of value co-creation and using a netnographic approach, this study aims to analyze actors’ engagement in a small community on SoundCloud. Method: a netnographic approach was adopted. Main results: Elements referring to the objectives and the integration of resources that the actors contribute to the platform and their meaning emerged from the results. Contribution: This study contributes to the debate on value co-creation in digital platforms, suggesting that value generation occurs through the aggregate combination of resources, allowing the symbology of value co-creation to be interpreted by actors in the light of its social context. Relevance: Soundcloud is characterized as a platform for disseminating emerging music content aimed at early adopter users. To date, quantitative studies based on the content of each comment or discursive analysis indicate the existence of superficial and geographically concentrated connections in this platform. However, this approach may misrepresent the richness of meanings the set of interactions signals to actors regarding network engagement.
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Eikebrokk, Tom R., Niels F. Garmann-Johnsen i Dag H. Olsen. "Co-creation in networks of SMEs: a conceptual model of the co-creation process". Procedia Computer Science 181 (2021): 360–66. http://dx.doi.org/10.1016/j.procs.2021.01.179.

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