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Co-creation
Co-creation, in the context of a business, refers to a product or service design process in which input from consumers plays a central role from beginning to end. Less specifically, the term is also used for any way in which a business allows consumers to submit ideas, designs or content. This way, the firm will not run out of ideas regarding the design to be created and at the same time, it will further strengthen the business relationship between the firm and its customers. Another meaning is the creation of value by ordinary people, whether for a company or not. Co-Creation Typology Aric Rindfleisch and Matt O'Hern define customer co-creation in digital marketing as "a collaborative NPD (new product development) activity in which customers actively contribute and/or select the content of a new product offering" and state that, like all NPD processes, it consists of two steps, namely contribution (of content) and selection (of the best contributions). Rindfleisch and O'Hern cate ...
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Service-dominant Logic
Service-dominant (S-D) logic, in behavioral economics, is an alternative theoretical framework for explaining value creation, through exchange, among configurations of actors. It is a dominant logic. The underlying idea of S-D logic is that humans apply their competences to benefit others and reciprocally benefit from others' applied competences through service-for-service exchange. Service-dominant logic has been developed by Stephen Vargo and Robert Lusch. The goal of developing S-D logic is to contribute to the understanding of human value co-creation, by developing an alternative to traditional logics of exchange. Since Vargo and Lush published the first S-D logic article, "Evolving to a New Dominant Logic for Marketing", in 2004, S-D logic has become a collaborative effort of numerous scholars across disciplines and it has been continually extended and elaborated (most frequently by Vargo and Lusch and in doing so, most of their references are their past papers, which sh ...
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Mod (video Games)
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding. Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as means of self-expression for mod developers. People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are r ...
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Aric Rindfleisch
Aric Rindfleisch (born 28 October 1965), is an American marketing author and professor. He is the Executive Director of the Illinois MakerLab at University of Illinois at Urbana–Champaign, and John M. Jones Professor of Marketing. He was included in "The Best 300 Professors" list compiled by The Princeton Review in 2012. Rindfleisch is a former executive at the advertising agency J. Walter Thompson. In 2015 he started a course on digital marketing at Coursera. He also served as an officer in the US Army Reserve for 14 years. Research Rindfleisch has been exploring the theme of brand loyalty and materialism in various studies. In 2006, he conducted with 2 colleagues a study which established the concept of the doppelganger brand image. He is also known for promoting advanced technologies like 3D printing 3D printing or additive manufacturing is the construction of a three-dimensional object from a CAD model or a digital 3D model. It can be done in a variety of proces ...
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New Product Development
In business and engineering, new product development (NPD) covers the complete process of bringing a new product to market, renewing an existing product or introducing a product in a new market. A central aspect of NPD is product design, along with various business considerations. New product development is described broadly as the transformation of a market opportunity into a product available for sale. The products developed by an organisation provide the means for it to generate income. For many technology-intensive firms their approach is based on exploiting technological innovation in a rapidly changing market. The product can be tangible (something physical which one can touch) or intangible (like a service or experience), though sometimes services and other processes are distinguished from "products". NPD requires an understanding of customer needs and wants, the competitive environment, and the nature of the market. Cost, time, and quality are the main variables that d ...
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Threadless
Threadless (stylized as threadless) is an online community of artists and an e-commerce website based in Chicago, Illinois, founded in 2000 by Jake Nickell and Jacob DeHart. Threadless designs are created by and chosen by an online community. Each week, about 1,000 designs are submitted online and are put to a public vote. After seven days the staff reviews the top-scoring designs. Based on the average score and community feedback, about 10 designs are selected each week, printed on clothing and other products, and sold worldwide through the online store and at their retail store in Chicago. Designers whose work is printed receive no cash, but receive 20% royalties based on net profits paid on a monthly basis, as well as cash and Threadless merchandise. History of the company Co-founders Jake Nickell and Jacob DeHart started Threadless in 2000 with $1,000. Threadless began as a T-shirt design competition on the now defunct dreamless.org, a forum where users experimented with ...
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Crowdsourcing
Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digital platforms to attract and divide work between participants to achieve a cumulative result. Crowdsourcing is not limited to online activity, however, and there are various historical examples of crowdsourcing. The word crowdsourcing is a portmanteau of " crowd" and " outsourcing". In contrast to outsourcing, crowdsourcing usually involves less specific and more public groups of participants. Advantages of using crowdsourcing include lowered costs, improved speed, improved quality, increased flexibility, and/or increased scalability of the work, as well as promoting diversity. Crowdsourcing methods include competitions, virtual labor markets, open online collaboration and data donation. Some forms of crowdsourcing, such as in "idea compe ...
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Business
Business is the practice of making one's living or making money by producing or buying and selling products (such as goods and services). It is also "any activity or enterprise entered into for profit." Having a business name does not separate the business entity from the owner, which means that the owner of the business is responsible and liable for debts incurred by the business. If the business acquires debts, the creditors can go after the owner's personal possessions. A business structure does not allow for corporate tax rates. The proprietor is personally taxed on all income from the business. The term is also often used colloquially (but not by lawyers or by public officials) to refer to a company, such as a corporation or cooperative. Corporations, in contrast with sole proprietors and partnerships, are a separate legal entity and provide limited liability for their owners/members, as well as being subject to corporate tax rates. A corporation is more complicated ...
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Journal Of The Academy Of Marketing Science
The ''Journal of the Academy of Marketing Science'' is a peer-reviewed academic journal about marketing. According to the '' Journal Citation Reports'', the journal has a 2016 impact factor of 5.888 . Since June 2018, the editor-in-chief is John Hulland (Terry College of Business The C. Herman and Mary Virginia Terry College of Business is a constituent college of the University of Georgia in Athens, Georgia, United States. The business college offers undergraduate programs, MBA programs, specialized master's programs and ...). In 2010, the journal changed publication frequency from quarterly to bimonthly. Previous editors The following persons have been editors-in-chief of the journal: References External links * {{DEFAULTSORT:Journal of the Academy of Marketing Science Business and management journals Publications established in 1973 Bimonthly journals English-language journals Springer Science+Business Media academic journals ...
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Journal Of Consumer Research
The ''Journal of Consumer Research'' is a bimonthly peer-reviewed academic journal covering research on the psychological aspects of consumer behavior. It was established in 1974 and originally published by University of Chicago Press. Since 2015 it has been published by Oxford University Press. According to the ''Journal Citation Reports'', the journal has a 2016 impact factor The impact factor (IF) or journal impact factor (JIF) of an academic journal is a scientometric index calculated by Clarivate that reflects the yearly mean number of citations of articles published in the last two years in a given journal, as ... of 3.800, ranking it 19th out of 121 journals in the category "Business." References {{DEFAULTSORT:Journal of Consumer Research Oxford University Press academic journals Economics journals Bimonthly journals English-language journals Publications established in 1974 ...
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How Mass Collaboration Changes Everything
How may refer to: * How (greeting), a word used in some misrepresentations of Native American/First Nations speech * How, an interrogative word in English grammar Art and entertainment Literature * ''How'' (book), a 2007 book by Dov Seidman * ''HOW'' (magazine), a magazine for graphic designers * H.O.W. Journal, an American art and literary journal Music * "How", a song by The Cranberries from ''Everybody Else Is Doing It, So Why Can't We?'' * "How", a song by Maroon 5 from ''Hands All Over'' * "How", a song by Regina Spektor from '' What We Saw from the Cheap Seats'' * "How", a song by Daughter from ''Not to Disappear'' * "How?" (song), by John Lennon Other media * HOW (graffiti artist), Raoul Perre, New York graffiti muralist * ''How'' (TV series), a British children's television show * ''How'' (video game), a platform game People * How (surname) * HOW (graffiti artist), Raoul Perre, New York graffiti muralist Places * How, Cumbria, England * How, Wisconsin, U ...
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Open Innovation
Open innovation is a term used to promote an information age mindset toward innovation that runs counter to the secrecy and silo mentality of traditional corporate research labs. The benefits and driving forces behind increased openness have been noted and discussed as far back as the 1960s, especially as it pertains to interfirm cooperation in R&D. Use of the term 'open innovation' in reference to the increasing embrace of external cooperation in a complex world has been promoted in particular by Henry Chesbrough, adjunct professor and faculty director of the Center for Open Innovation of the Haas School of Business at the University of California, and Maire Tecnimont Chair of Open Innovation at Luiss. The term was originally referred to as "a paradigm that assumes that firms can and should use external ideas as well as internal ideas, and internal and external paths to market, as the firms look to advance their technology". More recently, it is defined as "a distributed innov ...
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Harvard Business Review
''Harvard Business Review'' (''HBR'') is a general management magazine published by Harvard Business Publishing, a wholly owned subsidiary of Harvard University. ''HBR'' is published six times a year and is headquartered in Brighton, Massachusetts. ''HBR'' covers a wide range of topics that are relevant to various industries, management functions, and geographic locations. These include leadership, negotiation, strategy, operations, marketing, and finance. ''Harvard Business Review'' has published articles by Clayton Christensen, Peter F. Drucker, Michael E. Porter, Rosabeth Moss Kanter, John Hagel III, Thomas H. Davenport, Gary Hamel, C. K. Prahalad, Vijay Govindarajan, Robert S. Kaplan, Rita Gunther McGrath and others. Several management concepts and business terms were first given prominence in ''HBR''. ''Harvard Business Review''s worldwide English-language circulation is 250,000. HBR licenses its content for publication in thirteen languages beside ...
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