Πρότυπο Συγγραφής Διπλωματικών Εργασιών · Abstract The...
Transcript of Πρότυπο Συγγραφής Διπλωματικών Εργασιών · Abstract The...
Abstract
The ever-changing economic climate along with the ongoing globalization put pressure on
companies’ innovative capability. Firms are obliged to cope with a difficult and unprecedented
challenge: The world is changing much faster than them. In every industry, without exception,
it is observed the phenomenon of firms being overtaken by an accelerating pace of change
showing no signs of letting up any time soon. In the new business environment of increasing
uncertainty, there is only one thing certain: the pace of change is only going to get faster.
In this context, concepts such as Open Innovation and the extensions of this approach, such as
the Collaboration Platforms and the model of Prosumers (that is the combination of a person
being both producer and consumer) are increasingly gaining ground and attract the interest of
companies struggling to offer their customers products and services that meet their needs in the
best possible way.
Many large well-established firms in various industries, from P&G & Unilever in the FCMG,
to AUDI & BMW in the Automotive, have already adopted a practice based on which they
actively involve their customers in the process of creating new products using various means,
from traditional to more sophisticated ones (i.e. digital platforms).
The purpose of the study is to examine whether and to what extent the active participation of
final customers in the New Product or Service Development (NPD/NSD) Process can lead to
fostering the companies' innovation capability, and subsequently to providing superior firm’s
performance.
Finally, in order to assess the impact of prosumer model in developing innovative, customer-
centric products, there will be examined & analyzed different cases from the
Telecommunications Industry, in which such a technique played an important role for
particular Operators so as to transform from Traditional Communications Service Providers to
innovation leaders by exploiting collaboration with customers through implementing co-
creation approach.
Keywords
Open Innovation, Co-Creation, Digital Platforms, Prosumer, Crowdsourcing, Competitive
Advantage, Customer Experience
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1. Introduction
1.1 Background
Industries across all over the world are undergoing a major shift as the traditional firm-centric
and product/service-centric model is challenged by the personalised customer experience
standard (Prahalad & Ramaswamy, 2004).
In the past, firms tended to provide to their customers what they produced, or in the best case
what they reckoned their customers need. This practice was in a sense acceptable from the
customers’ side, as they lacked easy access to information regarding other available options.
Business in the current century is more diverse than they used to be during the previous one.
We live in the era of markets globalization and due to this fact, our knowledge is far more
advanced than before. This is important basically because firms are trying to predict the next
steps the world is to take. Many researchers try to answer this question so as to figure out what
will be the next type of ‘fuel’ that will lead the companies exploiting it to the road of the
success.
All these efforts always concluded to the same finding: Customer is -still- the King!
Taking that into consideration, it is observed a new trend paradigm implying that the previously
product-centric view of creating value is now considered to be obsolete and is gradually being
substituted by a new approach: the joint-effort between firms and customers.
Moreover, the role of the customer has been upgraded from just being a passive recipient of
value to a more active one, which enables them to be co-creators of their own personalized
experiences.
This way, customers nowadays sit on the driver’s seat and so they, along-with the firms, are
active participants in the process of joint-problem definition and afterwards problem-solving
development.
Co-creation seems to be an emerging new trend providing the answer to the contemporary
challenges firms are struggling to cope with. There are numerous researches denoting that co-
creation approach of value creation can be of significant importance as far as the achievement
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of sustainable competitive/comparative advantage is concerned, especially within the current
business environment (Chung, 2009; Zhang & Chen, 2008).
Based on another research, there are two critical determinants for product success: the deeper
and more frequent interaction between firms and their customers (Kristensson, Gustafsson, &
Witell, 2011). Both determinants are considered as main characteristics of co-creation.
In order for a product to be successful, its profitability level is a critical performance indicator.
Actively involving the customers into the value creation by including them into a firm’s cross-
functional teams is a prerequisite and of strategic importance in order to achieve greater levels
of profitability (Zhang & Chen, 2008).
In order to get the most from the co-creation process, customers’ contribution should not be
limited to the phase of commercialization but it has to continue all the way through the entire
innovation process stages.
Co-creation requires multiple points of firm-customer interaction. To get the most out of this
process, firms should pay great attention to the experience the customer will get through the
entire process. For this reason, the creation of a robust and solid experience environment from
the side of the firms is considered as non-negotiable (Durugbo, Hutabarat, Tiwari, & Alcock,
2011).
Though a great number of researches stress the importance of co-creation, there is still a debate
about what co-creation really is. In their 2008 paper Prahalad and Ramaswamy extend the co-
creation dimension so as to also include the suppliers into the process. This demonstrates that
Co-Creation is still in a development phase, until it is precisely defined and matured, where a
proposed categorization of Co-Creation theory will help towards updating the current state of
knowledge.
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1.2 Research Question
This study focuses on whether the use of co-creation in New Product/Service Development
(NPD/NSD) impact positively the firms’ innovative capability or not, especially in comparison
with competitive firms applying traditional approaches to conceive and create New
Products/Services.
The study will examine the impact (positive or negative) that co-creation may have on
promoting innovation in the High-Tech Industry, where service innovation is considered of
significant importance because it is a major source of competitive advantage for firms operating
in this industry in cultivating their ability to take advantage of the knowledge attained from
customers, competitors and their own organization capabilities so as to create usefull and
distinctive services.
The main research questions that is central for this study are the following:
▪ Do firms increase their innovation capacity by actively including their customers in the New
Product/Service Development Process?
▪ Does the adoption and implementation of co-creation approach provide sustainable
competitive advantage to companies applying it?
▪ How does and to what extent the prosumer model helps companies to provide superior
products/services to their customers, outperforming this way the competition?
To answer this question, there should be tested different dimensions of co-creation. The
involvement level in co-creation is an important factor in the NPD/NSD process and so it
should be tested to evaluate its effect on product/service innovation.
Additionally, another critical factor is the mean applied by the firms in order to actively include
their customers into the NPD/NSD process and collaborate with them. There are various means
that could be used, from traditional, such as work-groups requiring physical presence, to more
sophisticated one, such as digital collaboration platforms. The rapid expansion of internet usage
and the advancement in technology have favored the massive adoption of almost any kind of
digital collaboration tools.
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1.3 Previous Research
Eric von Hippel published a paper in 1986 proposing that high-technology firms, as well as
those producing novel products, have to collaborate closely with lead users, as their potential
users, especially those comprising the mass market customers’ segments, lack of the required
skills and knowledge to solve the problem.
Moreover, von Hippel explored in the same study the ways and the forms of collaboration
between firms and customers, in conjunction with the possible ways the results of such a
collaboration could be included into customer and industrial research analysis (von Hippel,
1986). The specific survey regarding ‘lead users’ examination was literally the predecessor of
the co-creation concept.
Collaborative Innovation was a field that studied extensively between 1986 to 2004 by
numerous researchers. Nonetheless, it wasn’t until 2004 when Ramaswamy and Prahalad came
up with the terminology of co-creation.
Co-creation challenges the old-style firm-centric approach of creating value by suggesting a
different model, that is the ability from the side of the customers to choose the method and the
depth of their active participation in the firm, according to their preferences (Prahalad &
Ramaswamy, 2004).
Another model is also introduced in the same paper: the DART Model. DART is the
abbreviation of Dialogue, Access, Risk and Benefit, Transparency. DART model
fundamentally expounds on the building blocks of the interaction between firms and customers.
This interaction is one of the main elements supporting the co-creation experience.
Co-creation is a two-way process, and because of this fact, it requires from the firms’ side to
create a robust experience platform in order to allow customers to co-create a personalised
experience (Prahalad & Ramaswamy, 2003).
Till the introduction of the co-creation term, there was a growing research interest on the
specific topic. This interest was mainly fed by the awareness about the role of key stakeholders’
collective knowledge (customers and employees) in creating and sustaining competitiveness
and information dispersion and sharing (Durugbo, Hutabarat, et al., 2011; Chung, 2009).
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Co-creation was gradually gaining significant importance, both in the context as learning
strategic initiative (Chung, 2009) and business strategic initiative (Sawhney, Verona, &
Prandelli, 2005; Ramaswamy & Gouillart, 2010).
In the past, the majority of the literatures regarding co-creation focused on the development of
a theoretical foundation and the testing of the conceptual framework in order to understand the
dimensions of the model.
During that period, dimensions such as the communication content, the frequency, the direction
and the modality (Kristensson et al., 2011) on one hand, and the types of the value derived
from the co-creation process (Tynan, McKechnie, & Chhuon, 2010) on the other were mainly
tested. Moreover, these foundations were extensively used in surveys and researches in fields
such as the telecommunication sector (Matthing, Sandén, & Edvardsson, 2004), the retail (Oh
& Teo, 2010), and the pharmaceutical and automotive sector (Sawhney et al., 2005).
Many researches aimed at exploring the value and the possible outcomes deriving from co-
creation process, as we can see in the paper of Durugbo (2011), in which the customers practice
and group formation methodology in co-creation was identified (Roberts, 2008; Vargo &
Lusch, 2008; Nuttavuthisit, 2010; Payne, Storbacka, & Frow, 2008).
1.4 Conceptual Model
Given the complexity of the object study, a conceptual model approach of the co-creation
process was first created in order to narrow-down the scope of the study and focus on the most
important issues of the particular model.
Thus, the following conceptual model was developed to examine the impact of the co-creation
process on fostering the firms’ innovative capability and thus on creating sustainable
competitive advantage over their competitors.
Figure 1: Conceptual Model
Co-Creation Model
Customer
participation in
NPD/NSD
Innovation
capability
improvement
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Based on this conceptual model, it is suggested that the implementation of co-creation
significantly affects the ability of companies to innovate, which in turn helps to create products
and services that are differentiated from competition.
At the same time, active customer engagement in the creation of new products and services is
a catalytic factor so that new products, which are essentially created by customers themselves,
have exactly those features that customers are looking for. These are products and / or services
that exactly meet the needs of the target audience.
It is also proposed to apply this practice so that companies that adopt it are able to create a
sustainable competitive advantage, create a separate customer experience, and finally establish
strong customer relationships, as client experience copies very hard competitors.
This study will focus on analyzing the model of co-creation as a factor of improving business
innovation capacity. In addition, the impact of actively including customer in the new product/
service development phase through the prosumer model will be examined. Last but not least,
there will be studied how and to what extent this process helps increasing the engagement of
customers with the firms that adopt such a model in order to come up with products/services
meeting the needs of their customers in the most effective way.
1.5 Focus Areas and Limitations
The study focuses mainly on the analysis of the impact of co-creation approach and the model
of prosumers in one of the most competitive sectors of the economy, that of high-tech
companies.
This industry is characterized as highly competitive, and therefore the diversification of
products/services provided by companies operating in this industry is more than vital.
In this effort of the perpetual drive for diversification, innovation is the only way for the firms
to standout of the crowd. As companies' ability to innovate is finite, they will have to
continually invent new sources of ideas to turn them into innovative products/services.
An additional characteristic of the high-tech sector is the fact that this is considered as capital-
intensive by its nature. This characteristic makes the need for successful products and services
even more essential, as their production costs are extremely high -mainly due to the high cost
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of R&D implemented - with the result that the only way to succeed is diversification through
innovation.
On the other hand, the prosumer concept gradually begins to gain more and more ground, as
customers are now more aware, know what they want, have easy and quick access to
information, and finally express their opinion and interact with business, primarily through the
social networks.
As far as the study constraints are concerned, the main obstacle regards the limited previous
literature on the prosumers model in the telecommunications industry, which will be analyzed
in depth. All previous studies on the subject have been conducted mainly in other sectors,
resulting in data collection and best practices gathering to be an extremely difficult task.
1.6 Structure of the thesis
The dissertation presented in the particular study is organized in 7 chapters, as follows:
Chapter 2 concerns the literature review. This chapter presents and analyzes the theories of
Open Innovation models, a concept that is the cornerstone of the rest models and approaches
that will be presented and analyzed throughout the study. Going one step further, the models
of co-generation and those of the prosumer, that is the combination of customer & producer
who essentially shapes the characteristics of the products and/or services they are to ‘consume’
through his active participation in the process of product creation and services (NPD / NSD),
are critically analyzed
Meanwhile, there is a thorough presentation and critical approach of big companies from
various sectors of the economy, which have successfully adopted and applied the above
models, having managed to create a competitive advantage over competitors, providing their
customers with holistic solutions that meet their needs in the highest possible way.
In Chapter 4 (Conceptual Framework - Research Modeling), the research model is essentially
formed and the research hypotheses are built on the theories presented in chapter 3, while
chapter 5 (Research Methodology) comprises an extensive reference to the methodology
behind the research of this study. It describes and motivates the research design, empirical data
collection and analyzing methods.
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In Chapter 6 (Data Analysis) we describe how the data will be collected (e.g. survey with the
use of the structured questionnaire), but also the population and the sampling method followed.
The analysis of the primary data is carried out employing statistical analysis aiming at drawing
meaningful conclusions.
Finally, chapter 7 presents the results of the data analysis, as it was made in the previous
chapter. In this context, we try to reach useful conclusions about the practical application of
the afore-mentioned theories, in order for the companies applying them to improve their ability
to innovate. In this context, a critical analysis of the conclusions reached is also made.
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2. Literature Review
2.1 Open Innovation Paradigm
According to Henry Chesbrough, “Open Innovation is the use of purposive inflows and
outflows of knowledge to accelerate internal Innovation, and expand the markets for external
use of Innovation, respectively”1.
Based on the aforesaid term, Open Innovation is considered as a model that should exploit
internal & external ideas, sources, routes to the markets, as companies seek to develop their
technology (Chesbrough Henry, 2003).
According to a most recent study, Open Innovation is defined as “a distributed innovation
process based on purposively managed knowledge flows across organizational boundaries,
using pecuniary and non-pecuniary mechanisms in line with the organization's business
model"2.
The most recent definition suggests that the particular approach (that is Open Innovation) is
not merely a firm-centric process, but rather a much broader process also including creative
customers, communities and user innovators (West, Joel; Lakhani, Karim R., 2008).
During the recent years, the particular approach has gained substantial importance, primarily
among researchers and business executives (Schroll & Mild 2011; Chesbrough & Brunswicker
2013) because of the huge potential it seems to have in firms innovation practices.
The following are the benefits arising from adopting an Open Innovation process:
Business Knowledge Base Expansion
Access to Knowledge outside the Business boarders
Maximization of Intellectual Property
Faster Time-to-Market for New Products and Services
1 Chesbrough, Henry William (1 March 2003). Open Innovation: The new imperative for creating and profiting from
technology. Boston: Harvard Business School Press. ISBN 978-1578518371.
2 Chesbrough, H., & Bogers, M. 2014. Explicating open innovation: Clarifying an emerging paradigm for understanding
innovation. In H. Chesbrough, W. Vanhaverbeke, & J. West (Eds.), New Frontiers in Open Innovation: 3-28. Oxford: Oxford
University Press. Page 17.
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The importance of Open Innovation has primarily to do with the direct benefits deriving from
the adoption of this process versus the traditional Closed Innovation model. Closed Innovation
forms rely solely on internal resources to innovate. The ideas screening process is considered
obsolete, as in the most of the cases the ideas are evaluated only internally, and those considered
to be the best and most promising among the rest are picked for their development and
commercialization, while those showing to have less potential are abandoned.
The main difference between the Open and Closed Innovation model is that based on the latter,
ideas and the whole process required for new products/services development takes place within
the company. Yet, by applying the Open Innovation approach, companies gain access to, and
can exploit, external resources, such as know-how and expertise of specific groups of people
that they would otherwise not have access to. In this way, they gain significant benefits, while
simultaneously listen to the needs of the market in a much better and more targeted way.
There are many established firms, in various sectors, such as IBM, Xerox, Intel (Chesbrough
2003), Lego (Antorini et al 2012), P&G, Philips, Siemens (Enkel et al 2009), and others having
successfully applied open innovation practices, gaining substantial benefits.
The successful paradigms of this dort of firms prove that open innovation can be a sustainable
trend providing a foundation for gaining competitive advantage. Though, the effective
implementation of open innovation can be really complex, as it incorporates several
management operational & functional fields, and additionally the term, the categorization, the
scope and the practice of this new trend have yet to totally be agreed.
This chapter introduces the concept and the nature of the Open Innovation model and its
original contributions. Then, a detailed description of the purpose of Open Innovation is made,
as well as a reference to the broadening of the concept having been made in recent years.
Finally, it concludes with a new approach regarding the purpose of Open Innovation, which
includes multiple perspectives and contributions within its scope.
2.1.1 Origin of Open Innovation Paradigm
Open Innovation term was developed by Henry Chesbrough, in his book: Open Innovation:
The New Imperative for Creating and Profiting from Technology. Initially, the author had
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described a new approach, that of Open Innovation, while making reference to the factors that
contribute to the change from traditional methods of innovation to this new model.
In the same book he analyzed the fundamental principles of Open Innovation and provided
examples of companies having applied this model successfully. Chesbrough’s study has had a
great impact on the Innovation Management Theory, and has also become prevalent to both
practitioners and academics.
Chesbrough describes Open Innovation as the model by which firms can and should exploit
ideas arising or existing both inside and outside the firms’ borders, in order to gain faster and
effective access to markets, as well as to develop their technology (2003, xxiv).
The basic concept of open innovation proposes that ideas could derive from either inside or
outside the organisation and could be shifted at within and outside.
In many of his studies, Chesbrough proposes to switch from a Closed to an Open Innovation
model, due to the fact that the first model characterized by and requires huge R&D Centers and
vertically integrated industries.
In these structures, the main disadvantage is that knowledge is formed and exploited within the
borders of the enterprise, which are finite.
The following figure presents the flow of ideas and innovation based on the Closed Innovation
model, where flow flows from within to the narrow limits of the enterprise (Figure 2).
Figure 2: Old Model of Managing R&D (Chesbrough 2003, xxii)
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On the other hand, the following figure illustrates the same process as this occurs when the
open innovation model is applied (see Figure 3)
Figure 3: Open Innovation Model (Chesbrough 2003, xxi)
Chesbrough attributes the modification from Closed to Open Innovation to various factors that
had a significant impact on the knowledge field, as follows:
The availability and agility of skilled labor
The development of the venture capital (VC) market
External options
The increase in the capabilities of external suppliers
Overall, these factors affected and, in a sense, formulated the way to create, distribute and
transform knowledge into processes for the development of new products/services and
ultimately changed the rules of the competition.
The below table describes the aforementioned factors.
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Factors Description
Availability & mobility of
skilled labor/workforce
Through increased and easier access to information and knowledge
sources, as well as improved communication quality, knowledge
diffuses into sources other than traditional media and R & D Units.
Also, due to globalization, worker mobility has increased
Growth of VC Market During the 1980s and 1990s, the Venture Capitals market grew
rapidly, resulting in the support and promotion of Ventures
External options Intellectual Property, which remains idle, can be used from outside
agencies to create spin-offs and start-up companies
Enhanced capabilities of
suppliers outside the
organizations
Over the past decade, both the number and availability of specialized
suppliers have increased dramatically
Table 1: Factors impacting the knowledge field (Chesbrough 2003)
In addition, the scholar makes a comparison of the basic foundations of Closed and Open
Innovation. These foundations are opposed to those of traditional Innovation model and the
way that could firms can take advantafe of them. Furthermore, these foundatons are still in
force despite having been mentioned over a decade ago. In addition, they appear to cover more
businesses and sectors as the factors that erode the previous model have increased in size.
The table presented below presents the contrasting principles of Closed and Open Innovation
Models.
Divergent Foundations of Closed and Open Innovation
Closed Innovation Foundations Open Innovation Foundations
The smartest and most talented people are
working for our business
There are smart and talented people who work in other
businesses as well. We must approach them and
convince them to work for our business or to work with
them.
The business that will succeed in launching
innovation in the market will win
It is more important for a business that can create a
sustainable business model than being the first in the
market
Businesses that invent the best and most
innovative ideas, they are the ones who finally
earn
The companies that make the best use of the innovative
ideas that come both inside and outside of them
eventually earn
In order to win a business from its R&D, it should
have brought it and has developed it in-house
R&D coming from outside sources can provide very
significant value to the business. Inside R&D is also
important to accomplish the goal of creating additional
value
Firms that invent an idea themselves are the ones
that launch it first in the market. Firms do not have to stop research to profit from it.
Firms should control and regulate Intellectual
Property in such a way as to prevent their
competitors from profiting from their ideas.
Firms should also benefit from the exploitation of
other's intellectual property. Additionally, companies
should buy other firms' intellectual property in the case
they advance their own Business Model Table 2: Contrasting Foundations of Closed and Open Innovation (Chesbrough 2003, xxvi)
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Chesbrough's study at its initial stage, presents and analyzes various case of companies
incorporating knowledge from the external environment and other cases of companies taking
advantage of unused knowledge in new forms.
An example of the first case is the Intel Corporation, which used the knowledge created by
research institutes, giving the company the opportunity to focus its resources (human resources,
investments, time, etc.) on other critical areas, such the improvement of its production
infrastructure. In this way, Inntel Corporation succeeded in gaining value by using the
knowledge produced by others, while at the same time managed to achieve operational
excellence.by targeting their resources to other areas.
However, when they were not able to gain the desired value from the basic research conducted
by third parties, such as research centers, then they invested some of their resources in R & D.
Intel Corporation has benefited from access to early technological developments through
intelligent and targeted investment in specific research centers.
On the other hand, Xerox managed to exploit unused business knowledge and find new
untapped opportunities -beyond those provided by the Parent Company- through the Xerox
Palo Alto Research Center (PARC) spin-off.
Xerox gave the allowance and enabled many of its employees to use idle technology in spin-
offs. These spin-offs managed to find their way into the market by creating a new
organizational structure, testing and advancing technology, thus creating a new business model.
According to Chesbrough, the collective value produced by 11 of the spin-off companies
created in this way was twofold the market value compared to the respective of the parent
company.
The above examples convincingly convey that open innovation can be implemented and bring
great success and spectacular results.
In recent years, some new forms of knowledge exchange have emerged, such as open-source
software, crowdsourcing, and co-creation, with the result that open innovation has expanded
considerably.
In the next sub-chapter there will be a description the concept of evolution throughout the last
decade.
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2.1.2 Evolution of Open Innovation Term
At this point, we have to mention that Open Innovation as a term, has been used for many
decades before Chesbrough invented it and dealt with it (Duarte & Sarkar, 2011; Lazzarotti &
Manzini, 2009).
For example, there are strong signs of formal business activities that have taken place over the
past few decades, including procedures such as licensing, partnerships, divestments and
mergers & acquisitions.
However, when the concept of Open Innovation was introduced as a new method, it directly
impacted the mindset and the way companies collaborated with external stakeholders.
Nowadays, Open Innovation covers a very wide field compared to what it used to be the case
in the past (Muller, Hutchins, & Cardoso Pinto 2012) and one could say that the concept has
evolved over the years.
In this respect, there should be a separation on the term Open Innovation and what it ultimately
stands for in relation to the original approach of the concept several years ago.
In this section we will look at the evolution of the concept of Open Innovation over time. The
concept and subject of the term in the past, as well as its content today, including some current
trends, will be analyzed.
The definition of Open Innovation has not yet been clearly and precisely defined. Given the
complexity and the evolution of the term, several researchers have different approaches and
view on it (Table 3). The original version of Open Innovation proposes that ideas can derive
from either inside or outside the company, and can be promoted within or outside the firm.
According to this definition, the value of access and use of an idea over its ownership is
highlighted.
A later definition by Chesbrough, West & Vanhaverbeke (2006) goes one step further and
develops the concept of ideas into knowledge, which can be incorporated into ideas, products,
technology, etc.
A study by Gallagher & West (2006) provides a new perspective, including the systematic
process of exploring, incorporating and exploiting internal & external sources of new ideas.
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In another study by Lichtenthaler (2008), Open Innovation is committed to exploiting internal
and external technology through company capabilities. The same scholar in a newer study
(2011) adapts the concept of Open Innovation by replacing the element of technology with that
of knowledge, while at the same time enhancing new concepts such as exploring and exploiting
this knowledge, in line with the West study and Gallagher.
Taking into account the previous definitions from the best-known Open Innovation scholars,
there is a tendency to broaden the Open Innovation scope to include notions, like the following:
Identifying opportunities
Integrating them into the innovation process
Investigating knowledge
At the same time, the capabilities of companies are referred as a significant factor in the firms’
innovation process, while on the contrary knowledge is gradually considered as a significant
component of Open Innovation, as it incorporates concepts such as ideas, intellectual property,
know-how etc., while it can be integrated into people, products, services, processes etc.
Author Definition
Chesbrough (2003)
Open Innovation is the model by which companies
are able to and should exploit ideas that come from
within the company as well as from abroad, with
the aim of studying their technology. This
combination of ideas has the effect of creating the
requirements of Business Model
Chesbrough, Vanhaverbeke, West (2006)
Businesses exploit the input and output of
information and ideas to enhance their internal
innovation but also to expand markets of
innovation of a
Lichtenthaler (2008)
The management and use of technology in the
process of innovation is included in the concept of
Open Innovation. In this way, Open Innovation
includes a plethora of internal and external sources
of innovation, as well as commericialization
channels
Lichtenthaler (2011)
Open Innovation is the methodical search,
exploration, preservation and exploitation of
knowledge coming both inside and outside the
enterprise .
Table 3: Open Innovation definition by the most prominent scholars.
At the same time, if the factors that affect the field of knowledge, we will see that they have
grown in size (Table 4) mainly due to continuous improvements in the IT and
telecommunications sectors. for example, the availability of skilled workers has been greatly
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enhanced mainly by access to new sources of knowledge, dominated by MOOCs platforms,
and secondly to advances such as distance work, on-line specialized communities etc.
At the same time, venture capital markets have been extended and new forms of fund raising
have been invented, such as crowdfunding. Additionally, access to new external sources of
ideas has been facilitated, giving access to private and public resources.
Factors Status a decade ago (2003) Current status (2014)
Skilled labor
availability & mobility
Information widespread to other
sources outside R&D Units.
Institutions and other
contemporary networks (i.e. the
internet) are spreading
knowledge. Likewise, labor
mobility along-with other trends,
i.e. outsourcing, has transformed
the knowledge field.
Developments of MOOCs,
formulation of communities,
development of open
software/hardware, and open
office.
VC Market Growth A settled VC market since
1990's
Extended to peer-funding,
crowdfunding, crowd-equity
and others
Exterior Options
Idle IP can be occupied to
external paths in form of spin-
offs and startups.
Not just through startups and
VC funding. New options
aroused (i.e. innovation
markets & innovation
intermediaries)
Enhanced capabilities
of suppliers outside the
organizations
Increase in the number of
specialized suppliers during the
last decade
Emergence of new smaller
and highly specialized
suppliers. Because of the
limited internal market size,
they tend to function
internationally so as to reach
a significanr market segment
portion. Table 4: Factors impacting the knowledge field (updated)
Since the commencement of Open Innovation term, the scope of this new paradigm has
expanded to cover also other areas. Researchers have been discussing the term and what it
could also include (Elmquist et al 2009; Gasman et al), without concluding to a common
outcome.
On the other hand, the advancement of Information and Communication Technologies, also
known as ICT, brought about the expansion of the term’s scope so as to incorporate concepts
such as crowdsourcing, crowdfunding, prosumers, co-creation, platform ecosystems, online
communities etc.
Page | 18
These new concepts aren’t explicitly highlighted in the previous researches and definitions, but
they need to be considered in the current status of Open Innovation approaches.
Additionally, the number and the nature of activities related to Open Innovation concept have
also expanded, as the factors impacted the change of this concept have increased in terms of
number and intensity.
Furthermore, there were some authors that diagnosed that Open Innovation is subject to the
organizations applying it, as well as their environment (Dittrich & Duysters 2007, Curley &
Samelin 2013; Campbell Smith 2008; Laursen & Salter 2006).
According to another research (Gassman, 2010), there are some trends related to Open
Innovation suggesting the concept has matured (see table 5 below).
Class Initial status Current status Analysis
Market share Innovators Mainstream
Upward trend towards adopting of Open
Innovation. Shift from the few leading
companies to many small ones with market
fragmentation
R&D
strength High tech Low tech
Shift φrom low-tech companies to high tech
companies. Incorporation of users, consumers
and institutions at different stages of the
innovation proces
Size Large SMEs From large multinational firms to smaller ones.
Innovation
process Stage-gate
Review and
Learn From step-wise procedures to lean/agile ones.
Structure Standalone Alliances Formulation of value creation associations (i.e.
innovation networks)
Universities Ivory towers Knowledge
brokers
Greater collaboration between industry and
academic circles
Interior
procedures Amateurs Professionals
Shift from amateurs to experts regarding the
internal process of Open Innovation
Management. New positions have arisen, like
Open Innovation Executives, Consultants, and
Open Innovation intermediaries.
Content Products Services Shift to servuction and servitisation of P&S
Intellectual
Property Protection
Tradable
Products/Services
Shift to an IP trade market. Frequent phenomena
such as patent wars
Table 5: Current trends in Open Innovation (Gassman et al 2010).
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2.2 Co-Creation Model
2.2.1 Definitions of Customers Co-Creation
The use of the term has been very large and this is reasonable and expected as it coincided with
developments in areas such as the rapid expansion of the Internet, the change of attitudes of
companies from product-oriented to customer-oriented, and the new dynamics was given the
term Open Innovation (Chesbrough, 2006).
Given the great appeal and interest shown for the term of Co-Creation, a commonly accepted
definition of the term has not yet been found, resulting in many different approaches to what
Co-Creation is ultimately thought to be.
Brown &
Hagel 2005
Co-Creation is a very strong tool for innovation. Instead of restricitng someone to
what businesses can create within their boundaries, it is preferable and more
effective to make it available to many different participants whose contribution can
lead to the production of products and services that will cover a wide range of needs.
Vargo, 2008
Co-creation is a combination of readily available resources and those available
through a variety of service structures and are capable of contributing effectively to
the welfare of the system as defined by the system’s environmental framework.
(Payne, 2008)
Co-creation refers to the relationship between producer and consumer, a proactive,
energetic and cooperating set of experiences taking place within a specific context,
using tools that are deliberately and in part unwitting
Kristensson
et al., 2008
Co-Creation is generally the process of active participation of consumers in the
production and customization of products and services and which requires teamwork
to achieve innovation (Kirah, 2009)
Co-Creation is the perpetual interaction circle and collaboration between all
participants taking place within network -creating value- through any specified
procedure of designing, developing and executing useful products / services
Ramaswamy
& Gouillart,
2010
Co-Creation is the process of setting people’s experience at the heart of the firm’s
design (Reay & Seddighi, 2012)
This approach has set a new way of innovation, according to which value is co-
created jointly by the companies and the customers, and exchanged with the
customers.
Ind &
Coates,
2013
Co-Creation is the process providing the opportunity for an enduring collaboration,
where firms are willing to share their information with external stakeholders, so as to
produce in return the insight deriving from their engagement (Roser, DeFillippi &
Samson, 2013)
It is considered a vehicle to extend the innovation and companies’ capability to
create value, while fostering customer affairs and curtailing the costs for marketing
and R&D (von Stamm, 2004) Table 6: Definitions of Co-Creation
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From the above table with the different definitions of Co-Creation it follows that there are
different approaches to the concept as some scholars approach the term as a process while
others as a result.
In essence, co-creation is essentially both the medium and the outcome of a particular
cooperative process (Prahalad & Ramaswamy, 2004). By making a thorough review of the
term co-creation, we find that there are two faculties: the first to consider the process of
innovation as a sequence of co-creation, suggesting the categorization of the overall innovation
process into five (5) core activities, co-idea, co-evaluation, co-design, co-test, and co-launch
(Russo-Spena & Mele, 2012). On contrary, the second faculty sees co-creation as the means of
developing enhanced innovation and value, which are implemented within the innovation
course.
At this point, it is useful to elucidate that co-creation is a method by which customers have a
strengthened and upgraded role in the innovation process. This entails the differentiation of co-
creation in relation to the other methods of co-operation that companies apply. Based on the
co-creation model, the client is treated as an active participant in the value creation process,
resulting in an upgraded role from the one he had in the past. Essentially, the client is
considered a problem-owner and responsible for finding a solution to this problem (Prahalad
& Ramaswamy, 2004).
2.2.2 Conceptualizing Customer Co-Creation: Existing Models
In order to better and more accurately define the term co-creation, scholars develop some
models so as to determine the essence of the term. At this point, the most prominent and
important models are presented.
Co-Creation as a Continuum
In contrast to the view that co-creation is a concept differing from co-production, there are
many researches proposing that co-creation should be considered as a continuum.
Gaurav Bhalla (2010) tried to categorize the co-creation approach based on the level and focus
on customer collaboration and the implementation interaction.
The below figure derives from Bhalla’s book entitled “Collaboration and Co-creation: New
Platforms for Marketing and Innovation” and presents the aforesaid relationship between
customer collaboration and focus with co-creation focus.
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Figure 4: customer collaboration and focus with co-creation focus (Bhalla, 2010)
Bhalla suggested that there are three different levels of co-creation implementation: the light,
the moderate and the high.
In line with Bhalla’s notion that co-creation is a continuum, Chathoth published his survey in
which he proposed that co-creation is the natural expansion of co-production. Based on this theory, co-
creation stands on the extreme right side of the continuum, while co-production stands on the opposite
side, the extreme left. Additionally, Clathoth proposed a matrix to explain the relationship between the
value creation stage and the level of interaction among customers and firms.
Involv
emen
t T
yp
e
Cu
sto
mer
-Fri
m:
Customer-Driven Customisation Co-Creation Approach
Cu
sto
mer
-Fri
m:
Co-Production Approach Firm-Driven Service Innovation
Production Process Consumption Process
Primary Value Creation
Figure 5: Co-Creation to Co-Production Matrix (Chathoth, 2013)
Page | 22
DART Model
Prahalad & Ramaswamy in their survey tried to define the building blocks regarding the firm-
customer interaction so as to analyze the way this relationship facilitates the co-creation
experience. They proposed the DART Model, the abbreviation of the following terms: Dialog,
Access, Risks/Benefits, Transparency. They considered this model as the basis for firm-
customer interaction. The figure below illustrates this model:
Figure 6: The DART Model (Kahle, 2012)
The term dialogue requires the interaction between the two sides (firm and customer) in such
a way as to allow for an honest and uninterrupted exchange of views and ideas.
Dialogue is problematic, if not impossible, in cases where customers lack of access to
information in exactly the same way as the firm. In the vast majority of cases, companies have
more and better access to information, thus exploiting this asymmetry.
Given the state of the art, individuals now have the ability to access information, something
which in the past was not feasible. Therefore, access and transparency are two crucial and
necessary factors for dialogue between companies and customers.
The DART model presents the challenges posed by the factors hampering the success of co-
creation, such as disclosure, transparency in data such as financial statements, open access to
information and others (Prahalad & Ramaswamy, 2004). At the same time, an attempt is made
to imprint and distinguish co-creation in what it is and what it is not.
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The Reference Model
Another version of Value Co-Creation is the benchmark model in which co-creation is seized
and synchronized throughout the value chain of enterprise development, while being integrated
into a vigorous co-creation landscape (DeFillippi, T. Roser & Samson, 2013).
In this version we encounter 6 parameters regarding the issues of support for the required
decisions in the context of co-creation.
These parameters are as follows:
Type of co-creator
Purpose
Place
Integrity
Time
Incentives
Figure 7: The Reference Model of Co-Creation (Rosser; Defillippi; Samson, 2013)
The above dimensions reflect both the theoretical and managerial aspects of co-creation
strategy. Correspondingly, a recent work conducted by Swink (2006), Gloor and Cooper
(2007), as well as a respective work by Owen (2008) proposes a diversity of dimensions that
are valuable in order to govern co-creation endeavors and intensify co-creator engagement.
Page | 24
2.2.3 Forms of Co-Creation
The analysis made in the previous sub-chapter highlights the nature of co-creation as a complex
and multidimensional phenomenon. This sub-chapter attempts to further analyze each different
aspect of co-creation in order to present a comprehensive and comprehensive view.
Below is presented a brief report of the forms of co-creation as a process which ends up to
creating value for both the customers and the firms adopting and implementing this model.
The below figure presents the eight forms of Co-Creation:
Figure 8: The Eight Forms of Co-Creation (Donaldson, 2014)
Crowd-Sourcing: The practice of finding the required services, ideas, and content by
imploring contributions from a large group of people.
Mass Customization: The process combining the prerogatives of large-scale production with
those of customisation.
Peer-to-Peer Networks: They are decentralized networks where all participants act as
suppliers and consumers to share resources and information
Open Innovation: The practice of innovating with partners inside and outside the organization
and sharing risk and rewards with them.
Shared Resources: The practice of suppliers and customers sharing resources in order to co-
create value.
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Joint Ideation: The practice of suppliers and customers gathering to brainstorm new ideas.
Experience Centers: They allow customers and suppliers to interact with products/services in
a sensory way.
Product-as-a-Service: The practice based on which customers pay for the use of products or
services.
2.2.4 Benefits and Costs of Customer Co-Creation
The adoption and implementation of Value Co-Creation not only benefits the firms, but also
the customers as by its nature co-creation requires interactivity. Below, some of the benefits of
this model are presented:
Co-Created Products/Services better fit the customers’ needs
Co-Creation is an effective method in terms of ascribing value to the proposition
relative to use context
Co-Creation enables firms to more accurately target customer groups
Co-Creation is a source of more valuable ideas, as they are more original
Co-Creation creates barriers to imitation
Co-Creation can lead to creating sustainable competitive advantage
On the other hand, the implementation of Co-Creation involves several risks and costs. These
costs are not limited simply to the direct costs of resources for the application/execution of
Value Co-Creation but also include the costs arising from the need to create the appropriate
environment that will support and promote the practical implementation of Value Co- Creation.
The afore-mentioned costs relate to resources consumed to cultivate and create a transparency
environment on money, time and human resources (RF Lusch & SL Vargo, 2006).
Finally, customers are also burdened with the cost of co-creation due to the opportunity cost,
time and effort needed to co-create (Robert F. Lusch & Stephen L. Vargo, 2006).
Page | 26
2.2.5 Risks of applying Customer Co-Creation: Co-Destruction
If the costs related to co-creation can be considered as significant and so each and every firms
adopting and implementing such a model should take them into serious account, the risks
associated with this approach (co-creation) can be classified as critical for the firms.
Though co-creation proclaims a better future for customers and businesses, the application
creates a number of risks. When businesses co-organize with customers, they open their
borders, allowing others to participate in the decision-making process. The interaction between
businesses and customers have two possible effects: either they will have beneficial
repercussions or harmful ones.
In several cases of co-creation, rather than generating value-creation, such a process could lead
to a co-destruction of value (Plé & Cáceres, 2010). There are many aspects and correspondingly
different reasons that lead to these different results.
A common cause of this phenomenon, which can lead to co-destruction rather than co-creation,
is the abuse of resources by at least one of the members involved in the process, i.e. the business
or customers. The definition of this kind of abuse is the integration or application of resources
by a member, in a way different from this that the other member thought it would be (Plé &
Cáceres, 2010).
This abuse can occur mainly for two reasons: either due to either unintentional or intentional
misuse. If the abuse reduces the prosperity of customers, it will create customer dissatisfaction
or even a disappointed member of the community. In this case, there is a great risk that other
enthusiastic customers will change their attitude to a resistance against the business, which
would cause a large generalized wave of resistance that is easy to spread due to the seamless
digital communication that exists today (Gebauer, Füller, & Pezza, 2013).
Accidental abuse can be caused by several factors / causes. First and foremost, it may occur
due to the fact that customers have limited knowledge of new technologies and therefore have
difficulty predicting future use of innovations that can be created through the co-creation
process (Ulwick, 2002). For this reason, customers may not be able to use either their resources
or those provided by the business, efficiently and effectively. A second factor is the level of
commitment by all parties involved in the co-creation process, as misalignment at the level of
Page | 27
commitment on the part of clients and businesses can cause random resource abuse (Day,
Fawcett, Fawcett, & Magnan, 2013, Plé & Cáceres, 2010).
Additionally, unintentional abuse may occur due to a conflict of roles created by competing /
contradictory expectations of the business and customers (Wetzels et al., 1999, Eddleston et
al., 2002). In this case, customer ignorance, or even innocence about the company's policy,
may lead to unintended misuse of company resources on the part of customers. All of the above
clearly show the importance of continuous communication and transparency among all
members related to the process of co-creation.
On the other hand, deliberate abuse occurs when one of the parties plans to use the available
resources not only for its own prosperity but also against the corresponding prosperity of the
other parties. An extreme example could be the case of an employee of a company that creates
"sabotage", which is behavior that is intended to reduce the level of service / product provided
by the company (Harris & Ogbonna, 2002). This may bring about a lower quality of services /
products, which in turn will have a ‘harmful’ impact on the performance of the company (Harris
& Ogbonna, 2002). Another example is the case of companies operating cooperatively with
"jay customers". The latter operate in a malicious way, which causes problems for both
businesses and other customers (Gebauer et al., 2013).
Finally, deliberate abuse may also arise from the imposition of a new dogma or technology on
all customers on the part of the business, irrespective of customer preference to that particular
policy or technology. Although such actions have a specific objective (e.g. cost reduction,
productivity improvement etc.), the unexpected use of resources in this direction may have a
negative impact on them (Plé & Cáceres, 2010).
2.3 The Prosumer Model
2.3.1 Definitions and origins
The term was initially introduced on Tofler’s book “The Third Wave” In 1980. Prosumer is a
combination of the terms Producer and Consumer. Essentially, it is the consumer of the
products/services created by them. Tofler has foreseen that the role of consumer and producers
would begin to blur and blend. He also predicted that in the future, the marketplaces would
become highly saturated and the mass production of products/services would come up to a
Page | 28
standardization plateau, and as a consequence, they will only satisfy basic consumer demands.
The companies, in order to continue to be profitable, would initiate a process of customizing
massively their products/services to as to better satisfy their customers’ additional needs.
Still, in order to attain a high degree of customisation, consumers should take part actively in
the production process, especially as far as the specification of design requirements is
concerned. Apparently, this is solely the broadening, or even the extension of the affiliation
many wealthy clients have with professionals (i.e. architects).
Toffler extended this concept during the 21st-century, along with many other ideas. In his work
“Revolutionary Wealth” (2006), there is great reference to the notion of the prosumer, as it is
seen on a global scale. Tofler suggests that the concept has worldwide impact and range,
however, can be measured in part.
Prahalad and Ramaswamy (2004) had discussed the concept in the context of ‘value co-
creation’. Williams and Tapscott (2006) consider prosumption as the application of innovation
through a new generation of consumers-producers, while simultaneously they regard the
concept as a principal element of new business models. In the meanwhile, Tapscott had re-
introduced the term in his book “The Digital Economy” (1995).
Beer and Barrows (2007) had made a projection regarding the new relationships to be set
between producers and consumers, primarily thanks to the rapid adoption of the internet and
the Web 2.0 technologies. According to Troye and Xie (2007), consumers’ participation in the
production process provides the opportunity customization, differentiation and development of
competitive advantage, as firms have the ability to absorb consumers’ competences.
Another approach by Grayson and Humphreys (2008), based on which prosumption has a very
close relationship with the principles of the Marxist Theory. Darmody, Bonsu and Zwick
(2008) argues that prosumption makes customers feel discrete, satisfied and also free.
Frow, Storbaca and Payne (2011) developed a prosumption typology comprising 12 distinct
types:
Co-Conception of Ideas
Co-Consumption
Co-Design
Co-Production
Page | 29
Co-Pricing
Co-Disposal
Co-Promotion
Co-Meaning Creation
Co-Maintenance
Co-Outsourcing
Co-Distribution
Co-Experience
Based on the study of the above-presented approaches, we can make a statement that since the
times of Tofler, the concept has evolved tremendously. This evolution has occurred due to the
different approach that various firms took towards to consumers on one hand, and on the other
because of the development of Information Technology.
A factor that played significant role toward the evolution of the concept was the development
and adoption of new management concepts and models by the firms, particularly knowledge
management, including consumers knowledge management (Baker, 2000; Klar, Davenport,
1998, Leibild, Gibbert, Probst, 2002).
Nowadays, Prosumers aren’t solely individuals, delegated by firms to accomplish specific tasks
in the product lifecycle frame, but also external firms employees actively participating in
designing, producing and finally distributing new version of products/services.
In spite of the several decades of the term usage, it was only recently the ‘Prosumer’ concept
began obtaining full theoretical elaboration. Nathan Jurgenson & George Ritzer, in their article
being extensively cited, claimed that prosumption has become a prominent aspect of the so-
called Web 2.0. Prosumers generate value for companies, and also themselves, without seizing
any kind of compensation.
Mass customization is a practice not having taken place in most areas of contemporary
economy. It is a practice ruling industries, such as the food & beverages, for many years.
Besides the gradual widespread of the Prosumer model, still most consumption continues being
passive. Indeed, the majority of people are generally unconcerned about participating in an
attempt to customise the numerous products comprising contemporary consumer culture. Barry
Schwartz argues in his book entitled “The Paradox of Choice: Why More is Less” that
diminishing returns deriving from the confusing abundance of the choices that consumers have
Page | 30
in their disposal nowadays, ultimately produce dissatisfaction and stress. Though, there is a
key area of high-customisation still in place, that is highly involved hobbyists.
In the modern online digitalized world, Prosumers are used to characterize today's online
buying behavior, as they not only are the consumers of products/services, but they are also able
to produce their own products.
2.3.2 The prosumer as value co-creator
The Prosumption an integral part of the production process, the boundaries between customer
and supplier have -at least- partially deleted (Gummesson, 2008a). It's not new, as Gummesson
(2008a) reports that "do-it-yourself" is a huge and ever-increasing market in size. A typical
example of this market is IKEA, "Which has built 60 years of uninterrupted success for
customers who make transport and assemble work." (Pp. 461)
Despite the great importance of prosumption in the production process as presented by
Gummesson (2008a), he himself the marketing sector is self-defined as "marketing attributes
value to customers and manages customer relationships."
Gummesson believes that marketing remains locked in the following serial relationship culture
"supplier ➔ customer ➔ active/passive trap" (p. This approach is completely opposed to the
marketing concept of Service Dominant Logic (SDL), which describes the idea that the client
may be prosumer and co-creator of value. This situation is manifested by progressive
(Gummesson, 2008a)
In the field of marketing research, there are two theories on this subject: Prahalad and
Ramaswamy's co-creation theory of value and Vargo's dominant marketing logic and Lusch
(Prahalad & Ramaswamy, 2000; 2004; Prahalad & Venkat, 2004a , 2004c, Vargo & Lusch,
2006a, 2006b; Vargo et al., 2008; Xie et al., 2008).
There are various views from Marketing Scholars about the benefits of these two approaches.
There is evidence that with the rise of prosumers, especially if the distinction between the roles
of the consumer and the producer is blurred, the existing theories are politically and
conceptually challenged, and that they are at stake with this upsetting disorder.
According to Cova et al. (2011): "The economic theory of value, property, consumption and
production need to be reconsidered, and political ideas about the relation between social and
Page | 31
economic require the treatment of the age of cognition or, as we call it, collaborative
capitalism." (P. 231).
2.3.3 Evolution of logic of value creation in marketing
For many years, the marketing study has been established in the "exchange", mainly focusing
on the marketing of products / services, and this concept has lead the marketing research (Sheth
& Uslay, 2007).
The practice has been adopted and applied worldwide is the market segmentation and consumer
segmentation based on their specific needs (Beckett & Nayak, 2008). According to Vargo &
Lusch (2004 ), the predominant marketing theory is the Goods Dominant Logic (GDL)
approach. In this sense, the concept of value refers to the price of the exchange so that
marketing is characterized as the "exchange of units output" and "embedded value exchange"
(Vargo & Lu sch, 2006a, p. 48).
Based on this approach, the consumer is simply a passive factor in consuming the value
propositions offered by businesses. According to De Marez, Lieven & Verleye (2004), these
practices, guided primarily by GDL theory, fail in complex and competitive markets that are
characteristic of modern economies.
Sheth & Uslay (2007) and Vargo & Lusch (2004) suggest that businesses should move towards
the concept of creative value creation. They argue that businesses that seek to create value for
their customers should consider consumers as users rather than buyers who choose their
products.
This approach extends traditionally views of value-in-exchange. Sheth & Uslay (2007) has
expanded the notion of value creation a bit further, suggesting that marketers should consider
more thoroughly value co-creation towards their customers.
Prahalad & Ramaswamy (2004) proposed that value is co-created with consumers rather than
created for consumers. The theory of value co-creation defines that the creation of value taking
place through the interaction between firms and consumers is the result of collaboration in
producing products and services (Cova et al., 2011).
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2.3.4 Value Co-Creation theory alignment with the Prosumption Context
The theory of Value Co-Creation argues that the prosumer is essentially the producer-consumer
who ends up actively involved in the process of creating and producing new products and
services that ultimately consumes and becomes part of their consumer experienceThis approach
is in line with the concept of “value co-creation” presented by Vargo & Lusch (2006b, p. 284).
This notion has two main constituents:
Value-in-use: Value can be produced by the user during the consumption process and/or
through use.
Co-Production: It consists of the participation in the creation of core proposition. It can
occur via shared imagination, shared production of interrelated goods or co-design, and
can take place with customers and partners in the value chain.
Ritzer (2009) points out that value co-creation is not historically new. Rather, he recognizes
that production and consumption are the two sides of the same coin, and so he considers Co-
Creation as inherent to all forms of global economies, irrespective of their economic structure
(capitalist or non-capitalist).
Thanks to the dawn of Web 2.0, the appropriate conditions for the rapid growth of the
prosumers were created, and so, the value co-creation activities have been brought to the center
of the firms economic value creation (Cova, 2011).
There is evidence in the literature that value co-creation has brought about considerable impact
on the way firms design and implement their customer management strategies, while there are
cases denoting that many firms have even re-design their traditional approaches.
Cova (2011) identifies the limitations of the value co-creation theory implementation to
prosumers, as it requires the strategic regulation over consumers and markets. In the prosumers
context, this control is extremely difficult to be achieved. Cova (2011) describes Web 2.0 as
the “ground zero” in order to make processes of production and consumption identical.
Web 2.0 signifies the new vehicles of co-production, and in essence has created new patterns
of labor. Terranova (2000) refers to this as the ‘free labor’ of prosumers, which is characterized
by its voluntary and unwaged nature (Ritzer & Jurgenson, 2010).
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2.3.5 The rise of the Digital Prosumer
During the last decades, the developments in the field of ICT (Information and
Communication) Technologies played an important role in the re-definement of the
relationship of the users with the new technologies, as well as in the role of the users in the area
of the digital environments (Dijck, 2009). The increased activity of users brought about
progressive changes regarding the productive models in the digital worlds (Tapscott &
Williams, 2008). These changes led to the emergence of new production models, calling into
question the established (till then) distinction among production and consumption.
The diffusion of the Internet technologies on a global scale, along with the progression of the
Web 2.0 stimulated the rise of user-generated content and the expansion of its online sharing
(Kaplan and Haenlein, 2010). Nowadays, these practices have been expanded significantly.
The particular development has changed the way individuals obtain and exchange information,
while in the meanwhile has fostered the rise of alternative processes for the information to be
generated (Lang, 2008).
Digital worlds are characterized by diversity in terms of users involved in various Internet
activities. In addition to the users generating, revising and sharing content online, there are
others taking advantage of the high digital skills of the former, in order to transform ICT
features in an effort to make the available digital tools suitable for their purposes (Hartmann,
Doorley, and Klemmer, 2006). These purposes relate to either the satisfaction of personal needs
or to the desire to act socially. Additionally to this kind of users, there are also individuals
willing to commit themselves to the development of new digital tools, so as to satisfy their
needs. A characteristic example of the particular practice is the Do-it-Yourself category of
online communities. Other examples the online Hacktivism and the Open Source Software
movement (e.g. OpenOffice).
The above-described initiatives promote the transformation of enterprises from strictly
hierarchical and the adoption of a more team-driven structure. They promote decentralization
of the production processes, as the activities are distributed among several proactive actors.
Several concepts and theories were employed to understand the users’ agency and explain their
stance regarding productive patterns. The most prominent concept is this of the prosumer, and
the associated theory of prosumption. Prosumers is a figure finding a broadened popularity in
digital environments. Definitely, digital worlds are considered as a fruitful environment as far
Page | 34
as the emergence of such practices in which users produce the content, the features and the
tools they subsequently consume, as well as in activities entailing concurrent activities of
producing and consuming.
The newest version of the particular concept, developed by Ritzer, considers prosumption as a
process interrelated to production and consumption, characterizing almost all of the human
activities. This concept derives from an earlier work of Ritzer, concerning the so-called
“McDonaldization of society”.
Ritzer’s work resulted into the finding the in the current society, people are involved in a variety
of production-related activities (e.g. garbage disposal at fast food restaurants, IKEA’s furniture
assembly etc.).
Ritzer and Tofler had different approaches regarding Prosumption. Toffler stated that
individuals are prosumers only on certain activities, and the humanity is categorized by three
different sectors (production, consumption, prosumption). Based on Tofler, individuals move
within these three sectors. Contrary to Tofler’s view of prosumers, Ritzer claims that
individuals are always prosumers, as they are always moving toward the prosumption sector.
The prosumption theory extends the range of online activities being relevant to the productive
models, and expands the user base typically taken into consideration by experts as participating
in online production. Generally, there is the tendency to only refer to those users engaging in
the generation of content or the development of software. Other times, we merely refer to the
users collaborating with ICT firms in order to develop new services and digital products.
Instead, based on the latest development of the prosumer’s theory, the main focus on the ‘active
users’ stops existing. Literally every user is a prosumer, in the sense that they are involved in
production and consumption activities. Accordingly, every online activity can be considered
as a prosumption activity.
Therefore, all the users, without exception, are taken into account and considered relevant for
digital production activities. For example, even a passive user only ‘consuming’ online content
and/or services, without producing content or even without collaborating with a firm in the
production of any kind of product/service, is considered to participate in the production
process. This sort of user could contribute to the production of data to be used by third parties
for business purposes (e.g. market researches, commercials etc.).
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The revised notion of prosumption, especially as far as the digital environment is concerned,
led the scholars to consider every kind of Internet use, every production process taking place
online, and every digital user, as relevant to digital environment productive models.
While some researchers celebrate this new empowered role of user, others worry about a
possible abuse of those users work and data, and their overall position in the digital
environments. As a result, a debate regarding the pros and cons of the condition of the users
always being prosumers, is rising. Numerous approaches attempt to figure out the probable
fortune of the digital prosumers, while simultaneously they study the potentiality associated
with their use of ICT, as well as the ways ICT firms exploit or treat this use (Knott, 2013).
2.3.6 Benefits and Costs of implementing Prosumer Approach
The internet has been associated with great expectations, as it enables users to engage in a very
wide range of activities. These expectations have led in a sense to consider current ICT as well
as other emerging online practices as a means of dealing with the difficulties and failures that
have been confronted with previous ICT generations. Specifically, Prosumers and the effects
of digital prosumption on social, political, economic and technological systems seem to attract
the interest of researchers in various fields.
The Pros of Digital Prosumers
The ever-increasing importance regarding users and the advent of new productive models in
the digital world are considered by many researchers as the core activity of the new innovative
ecosystem. The advancements of ICT sector offer opportunities primarily for individuals so as
to engage in practices giving them the ability to be creative, connected and proactive (Raine &
Wellman, 2012). Additionally, the individuals are given the opportunity to develop alternative
production means (Benkler and Nissenbaum, 2006).
Actually, individuals not only are able to generate and share content and information, but also
to become even more active and committed citizens, to enlarge their social life and to
participate further in political activities. Consequently, a positive narration of the new role the
prosumers have in the contemporary digital ecosystems was developed in order to emphasize
the prospects of the brand-new socio-technological activities in promoting social progress
through active participation (Schäfer, 2011).
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Various theories and approaches have been used to promote and highlight the benefits of digital
prosumption. For some researchers in this field, the approach to online production helps to
reduce the gap between production and consumption. At the same time, active customer
engagement in the process of co-creation or even improving existing products and services
through the use of digital platforms can work favorably in the direction of eliminating the
distraction effect felt by consumers on products / services offered by businesses.
According to prosumption analysts, groups and consumers who are prosumers are far less
isolated from products than other consumers. This is because prosumer is re-connected to their
creative essence, as well as with other individuals (Comor, 2010).
In recent years, the increasing access of citizens to ICT and the consequent involvement of
citizens in the process of creating new products/services has led to the 'democratization of
innovation' (Hippel, 2005). This approach considers user-centered innovation as a very
important element, which has led to increased engagement of customers with the process of
producing new products and services. This has resulted in more and more prosumers being
actively participating in the process of producing new products/services.
As mentioned earlier, digital prosumers are considered to be very important for the socio-
economic system. However, their contribution is not limited to the economic activity of a
sector, but extends to the whole of society. Some researchers have studied the impact of digital
prosumers on politics and democracy (Levy, 2005 & Noveck, 2009). Their studies highlight
the importance of digital prosumers in the creation and diffusion of information within the
framework of democracy and open government.
On the other hand, businesses using digital prosumers themselves are favored by this process,
as prosumers are essentially the final consumers of the products/services they have created in
such a way and with those features that perfectly meet their needs.
At the same time, businesses save money from this process, as instead of spending money on
market surveys and consumer studies to diagnose the needs of their future customers and turn
them into solutions to those who meet these needs , they use prosumers as a source of
inspiration, the production of new ideas and finally as a representative audience for the
products/services they will create and launch in the market.
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Finally, given the above, products / services that end up in post-launch failures are dramatically
minimized as businesses know in advance exactly what features a product / service should have
in order to fully satisfy the target audience, as well as and the dynamics of the relevant market.
The Cons of Digital Prosumers
Despite what has been said before about the benefits of digital prosumers, there are several
questions about their usefulness as well as about the possible side effects that may arise. The
first concern is the use of digital prosumers in terms of whether and to what extent it is morally
business to use them in the form of free (unpaid) labor (Terranova, 2004). The same scholars
regard this relationship as an "extraction of unpaid, coerced, and alienated labor" (Andrejevic,
2001).
This approach by several ICT companies has led many researchers to talk about prosumer-
management (Johnson, Mozaffar, Campagnolo, Hyysalo, Pollock, Williams, 2014). The use of
the term prosumer-management refers to the process and strategy of companies to categorize
users based on their purchasing behavior and ultimately to adapt the activities of consumers in
such a way as to match their business models. In other words, this activity can be seen as an
effort on the part of businesses to maximize users' insights for their benefit in the process of
developing and producing new products (Zwick, Bonsu, Darmody, 2008). On this issue, even
Ritzer, the most well-known scholar of the theory of prosumption, seems to be pessimistic
about the fate of prosumers. Actually, Ritzer criticizes Toffler's theory of citizens as prosumers,
arguing that this model fails to anticipate the co-optation that takes place in the prosumption,
and more particularly that it fails to anticipate how owners and businesses co-opt with
prosumers (Ritzer, 2014).
In addition, the researchers questioned the privacy of commodification on the Internet, and in
particular the commodification of personal data and structures that favor control and regulation
(Zimmer, 2008).
They also argue that the online business models that dominate contradict users' privacy needs
(Sevignani, 2013). For some other researchers, prosumers are considered by enterprises to be
"operant resources" (Vargo & Lusch, 2004). Others again have doubts about the relationship
between prosumers and their alienation from products and services.
For example, according to the Comor, despite implications on prosumers and the view of some
researchers / analysts that prosumption reduces customer alienation, the majority of digital
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prosumers will be removed from the products anyway. He argues that most digital prosumers
will be involved in the process of producing new products and services as mere weak tools of
capital, while on the other hand the minority will participate in this process in such a way as to
prevent alienation (Comor, 2010).
2.4 Empirical Findings of Co-Creation
There are many companies that have challenged the traditional thinking and the obsolete ways
to innovations. Co-Creation is a source to create sustainable competitive advantage that
companies tap into. Some examples of organizations around the world using and taking
advantage of co-creation to stay ahead of the competition are the following:
2.4.1 The Starbucks Case
Figure 9: My Starbucks Idea” Infographic (HBS, 2019)
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Starbucks launched ‘My Starbucks Idea’ in 2008 in order to increase company’s focus on their
customer and more specifically to pay even more attention to what their customers want.
One of the main challenges the coffee firm had to cope with was the engagement with its
customers and more specifically the building of stronger relationships with them by emulating
the experience of an online coffee shop barista.
Launching the ‘My Starbucks Idea’ helped the firm give customers insights about what the
firm was doing and this way the coffee company managed to make its customers feel like an
active part, or even an insider, of the firm.
Starbucks created a simple and transparent website, on which the customers have the ability to
choose between three different options. The steps the customers have to follow are plain and
straightforward:
1. Customers submit their ideas
2. Customers view the already submitted ideas from others
3. Customers sees the ‘Ideas in Action’, that is the ideas having been recommended to the
decision makers for implementation
Starbucks has formed a team of Idea Partners with the responsibility of reading all the ideas
that were submitted. The members of this team pick the most popular, in terms of public votes
collected on the website, and most innovative ideas and present them to the decision makers of
the firm so as to decide which ones to implement.
The specific initiative has had great acceptance and proved to be extremely successful, as many
customers supported the initiative and many ideas were derived from this process, such as the
Hazelnut Macchiato, Cake Pops and free Wi-Fi on the stores.
It was so massive the support and the participation of the customers in this process, hat after
the first 5 years of the platform operation, the ideas submitted exceeded 150.000, while 277
ideas were selected and implemented by the coffee firm.
Incentivizing Participation:
Starbucks provides incentives to customers to participate in this process by submitting their
ideas and engaging with the online platform, no matter how big or small an idea would be.
Another aspect the company paid great attention to was the transparency of the entire process.
Starbucks created a section dedicated to those ideas having been recommended to the decision
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makers, in order to make participants aware of the ideas having been qualified. This way, the
firm adds a sense of trust on the process, which is a very important aspect for both the firm and
the customers participating into the ideation process.
Value creation:
Starbucks has managed to create value for its customers by giving them the opportunity to
express their opinion, preferences and needs & wants. They make the firm aware of their ideas
and in turn Starbucks collects all of them, evaluates them and finally implements the most
innovative and promising achieving this way to provide a better coffee experience to the crowd.
Many times customers think that large organizations are not interested in listening to them and
paying attention to their needs and wants. My Starbucks Idea provides the opportunity to
customers to express their opinion and consequently they feel that the firm listens to them, as
the product development isn’t any more a one-way process. Instead, it is a two-way interactive
process requiring the active participation of the customers so as to cooperatively decide what
the new products should be, what kind of in-store customer experience should better fit to the
them, and in general which the future of the organization could be.
Value capture:
In terms of the value capture, there are two forms:
Starbucks can stay in line with the customers real needs and in this way can create
loyalty and engagement with them
The firm can create and diffuse innovation within a large organization
One of the biggest challenges large organizations have to deal with is the ability to continually
produce new innovative ideas. Many times, they are obliged to incentivize entrepreneurship in
order to create new innovative products and services, and stay relevant with the new market
conditions. Large organizations often feel the pressure of the rapidly increasing number of
start-ups competing with them, as the latter regularly have the ability to disrupt the established
industries.
Nowadays, ‘My Starbucks Idea’ continues having tremendous potential for the firm, especially
in what has to do with the company’s future evolution and in maintaining its focus on its
customers.
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The online crowdsourcing platforms has helped the firm stay ‘open’ and ‘accessible’ to its
customers by identifying their needs and co-creating products and services satisfying them,
while simultaneously drives company’s innovative capability.
2.4.2 The LEGO Case
LEGO Ideas is considered to be one of the most successful examples of crowdsourcing in the
toy industry. LEGO Ideas platform launched in 2011 to give the ability to LEGO funs to
become supporters and most importantly creators of new LEGO sets.
As a member of LEGO Ideas platform, anyone can discover proposals uploaded by other
members, give their feedback regarding these proposals, vote in favor or against them and share
their ideas with the rest members of the platform.
Everyone having a new LEGO set idea has the ability to create a model, take photos of this and
submit it along with a project description in the LEGO Ideas platform. in case a proposal
collects more than 10.000 positive votes, having simultaneously followed the Project
Guidelines set during the creation phase, then this idea is promoted to the next stage in which
it is evaluated by the Review Board. The members of the Board decide which Projects will be
launched commercially and which not.
Figure 10: Lego Ideas Website (legoideas.com)
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LEGO incentivizes participants to submit their ideas
LEGO Ideas consists of a very alluring incentive program to encourage potential participants
to submit their ideas, and on the other hand a strict regulation applies regarding the management
of the submitted ideas.
LEGO provides both fame and financial rewards to those proposals standing out and having
been approved by the Review Board. The Ideators receive not only the financial reward of 1%
of the net sales of their proposal, but also the possibility to work for the company as a
professional LEGO Designer who will create the final sets deriving from the ideas submitted
on LEGO Ideas platform.
Furthermore, LEGO rewards other participants with ideas having been qualified to the final
step of the process, that is the pre-production phase, by giving them badges presented on the
LEGO Ideas platform so as to be visible to the rest members of the community.
On the other hand, the entire process is governed by a strict but straight-forward regulation
framework in order to filter the funnel with the submitted ideas.
LEGO Ideas platform operates in a way trying to eliminate the conflicts that may arise between
the platform and its members, by applying various terms and conditions defining the scope of
the project and also protecting copyrights and avoiding plagiarism.
In case a conflict occurs, LEGO assigns to a moderator, a person working for LEGO, to solve
the issue in an objective and discrete manner.
LEGO Ideas’ Pros and Cons
LEGO Ideas platform, as well as all other co-creation platforms used by technology companies,
paves the way on how firms can create and capture value in co-operation with their customers.
the easiness of use of the platform along with the strong and transparent incentives program
adopted by the firm has turned the platform into an innovative and sustainable source of
collecting new creative ideas.
Moreover, as users have the ability to vote their favorite prototype, LEGO takes advantage of
the users’ expression to quickly and precisely identify and understand their preferences. In
other words, the firm gains customer insights without the necessity of conducting expensive
customer surveys, sometimes being of questionable quality.
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These insights are used to make better informed product decisions characterized by reduced
risk
Last but not least, as the firm announce the winning ideas through the use of various
communication media, the platform also plays the role of a digital marketing platform.
Besides the many advantages of the entire initiative, there is still room for improvement. For
instance, due to the fact that the platform is completely controlled by the firm while the user-
base continues to grow, it is of utmost important the whole mechanism to be transparent and
fair. The fact that the vast majority of the projects passing the 10.000 votes threshold don’t
become a real LEGO set, and that the firm doesn’t inform about the reason why such a project
was rejected by the Review Board may bring about doubts regarding the process integrity.
Additionally, this process is a rather time-consuming process, since from the time of the final
selection to the moment a product is available for purchase, it takes a time interval of 1 to 1.5
years, with the result that many times the insights are not easy utilizable.
2.4.3 The Local Motors Case
Local Motors, a company founded in 2007 by a HBS graduate Jay Rogers, aims at bringing
innovators, tech enthusiasts, professionals and creatives closer to the method of automotive
design via the combination of the co-creation and the micro-manufacturing processes.
Through this process, Local Motors has managed to exploit both the internal and the external
talent and skills, in order to disrupt the industry’s lengthy and most importantly expensive new
product development process.
The firm uses crowdsourcing to design its cars and leverages the 3D printing technology to
proceed to miniature car models production. As a result, the firm has achieved to get
unprecedented access to vehicle and components design talent, at no cost.
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Figure 11: Local Motors homepage
The first attempt of the company to product a vehicle was the Strati Model, a vehicle being
devised entirely via the crowdsourcing process and made in a 3D printer, which ended to be a
huge success.
Nowadays, the company continues to disrupt the traditional way the automotive industry uses
to design the vehicles. Furthermore, Local Motors is constantly expanding its micro-factories,
in order to create the necessary conditions for better engagement with both online users and
offline communities.
Below it is presented the first prototype of Strati Model, made entirely on a 3D printer. It takes
44 hours to print, 24 hours to mill and 48 hours to assemble the car, that is 5 days or
approximately 120 hours in total for the completion of the entire car production process.
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Figure 12: Pro Ject Accessible Olli
Incentivize participation and manage the crowd
The firm has created an innovative online platform in which designers, professionals and
companies have the ability to interact with each other. The vast majority of the users use this
platform for personal purposes, such as individual ideas and projects, while they leverage the
online communities for feedback.
There are many ideas and design projects having been uploaded to Local Motors co-creation
platform, ranging from buses, to taxis, to supercars, to motorcycles, to autonomous vehicles.
At this point we have to notice that many companies have run design online competitions on
the platform. for instance, ‘LITECAR’ to name one, was an online competition run by the
department of Energy’s Advanced Research Projects Agency in collaboration with Local
Motors, and offered $140K. to the winner.
The competition’s goal was to create a lightweight but safe vehicle, focusing on the use of
innovative materials and structure.
The company also runs competitions as well. Local Motors uses the online platform to get open
source ideas from design to manufacture to sales for its own vehicles. An example of such a
contest was the Rally Fighter Model, designed by a platform community member in 2009. The
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company also gets ideas not only for vehicles, but also for components for them, in order to
minimize the required development costs. It is estimated that for the development of a vehicle,
Local Motors spends on average about $3 million, that is an amount significantly lower than
the traditional cost an automotive manufacturer requires.
In 2014, Local Motors organized a competition named “Sports Car Platform Design Challenge”
to crowdsource ideas for a sports car. The purpose of the competition was to gather online co-
creators together to design roadworthy, street-legal sports car that could be produced and
launched to the market within two years. The contest was successfully run, as thousand
designers from around the world took part and submitted on the online platform about 200
prototypes proposals.
The criteria set were strict and this way the firm limited the efforts to only those being
experienced enough on the topic in order to produce a viable car. There were several aspects
to be taken into consideration, ranging from vehicle weight to engine location and
specifications to total cost (it should be less than $30K).
2.4.4 The GiffGaff Case
GiffGaff is an MVNO Mobile Virtual Network Operator) operating in the UK, having adopted
a very customer-centric business model based on which customers do (in a sense) most of the
work. The company has managed to achieve much lower operating cost compared to the rest
MNOs Mobile Network Operators), and to deliver value to its customers. GiffGaff has put their
customers in the heart of almost everything the company does. The firms Motto ‘Run by You’,
explicitly denotes that customers are not only important, but the greatest asset and their voice
are heard. By exploiting the power of crowdsourcing, the Mobile Operator has managed to
truly differentiate itself operating in an ever-increasing competitive market.
The Giffgaff story
Giffgaff is a MVNO wholly owned by O2 that uses co-creation as its key innovation driver.
Unlike the typical MNO provider, the firm is run by its members for its members. Giffgaff has
managed to engage the members of its community to co-create with the firm. In order to
increase the chances of this attempt to be successful, the community members rely on the help
of GiffGaff product strategists and vendors. This way the firm is able to unveil novel
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opportunities by creating and subsequently delivering differentiated products/services to its
customers.
Founded in early 2009, the Uxbridge-based firm is popular primarily for its PAYG (Pay-as-
you-Go) plan. GiffGaff keeps a simple, low-cost approach combined with an innovative model
of the so-called goody-bags to allure its customers.
One of the favorite brands in the UK
In Scottish, GiffGgaff means “for mutual benefit.”. the business model of the firm is based on
and exploits the power of the communities. GiffGaff has managed to disrupt the old-style
business models prevailing in the telecommunications industry, by adopting an entire digital
native rationale. The firm just provides their customers a SIM Card and they have to simply
choose the deal they want.
The firm provides the ability to its customers to easily switch plans or even opt-out whenever
they want.
As far as the operators’ network performance is concerned, during the previous years, GiffGaff
has managed to achieve great improvement in areas such as network coverage, connection
speed and reliability.
The business model of GiffGaff
In recent years, the company has been widely used as a case study with regard to its operating
model. The telecommunication provider applies a model of active participation of its customers
in the configuration of the products and services offered to them. This is a co-creation model
between the company and customers. It is no accident that the motto of the company: 'The
Mobile Network Run by You'.
In this way, it has managed to provide great customer experience and satisfaction and, on the
other, to drastically reduce its operating costs.
Here are some points of differentiation in relation to competition:
GiffGaff has no call centers. Community members respond to all customer queries
(with an average response time of approximately 3 minutes). At the same time, they
urge members to become more active users ('Gaffers') and support the whole project
through proposing new innovative ideas for creating better products and services.
Community members also create tutorial videos and other useful support material.
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The provider applies a payback policy that allows community members to make
money by simply responding to questions posted to the company forum or by
suggesting ideas which will add value to the business.
Figure 13: GiffGaff Prepaid Plans (giffgaff.com)
The company asks customers about their opinion in order to decide on its tariffs.
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Figure 14: GiffGaff Co-Creation Process (giffgaff.com)
• With regard to the co-creation process, the company keeps the community members
constantly informed about the evolution of the process of submitting their ideas, so
that the whole process of evaluation and selection of the ideas that will stand out is as
meritorious and transparent as possible.
Figure 15: GiffGaff Most Voted Ideas (giffgaff.com)
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• Each year the company organizes the annual awards awarded to the most active
members of the community.
• The operator has no ongoing customer support costs. The firm gets feedback on
everything from pricing, product features, to tariffs, to internal process improvement
and gets promoted through WoM (word-of-mouth) marketing, and crowdsourcing.
• Solving customer pain points is another important aspect for the operator. It is not
easy to continually persuade members of the community how important this concept
is to the telecom operator.
• Last but not least, the operator does all of its business online. This way, the company
achieves increased sales, improved customer service, product differentiation and
brand advocacy.
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3. Conceptual Framework - Research Modeling
3.1 Introduction
In the preceding chapter, we presented the literature review. This chapter covers the conceptual
framework the specific research is based on, the proposed research model, as well as and the
hypotheses made.
Additionally, the goals and the purpose of the research method are set and the examination of
research hypothesis is framed.
3.2 Research Framework
Through this study we will try to discover those factors playing a significant role in the success
of businesses in relation to their ability to innovate and their subsequent performance in the
context of the adoption and implementation of value co-creation model.
We will try to highlight and study which factors play a key role in the practice of co-creation,
as well as how this practice ultimately helps businesses grow.
Dozens of scholars have dealt with this subject, particularly in the context of Open Innovation,
having come up with several findings about its impact on businesses in various sectors of
economic activity.
This study will try to examine the impact of this practice on one of the most competitive sectors
of the economy, that of telecommunications. This industry has many peculiarities and is one
of the sectors of economic activity where innovation is key to the survival of companies
operating in the particular sector.
Having also looked at the results of the value-co-creation model in other disciplines, it is useful
and advisable to consider whether these are also confirmed in this industry or whether the
factors that play a role in this case are different.
Finally, we will try to come to a conclusion on the impact of the active involvement of the
telecom providers' customers in the New Product Development process on the ability of these
organizations to innovate, and how this practice affects their performance in relation to other
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companies in the industry that don’t integrate their customers so actively in the process of
creating products/services with the cooperation of their customers.
3.3 Research Model and Hypotheses
In the specific sub-chapter, there will be presented the factors to be analyzed in this study, in
order to identify their impact on value co-creation process.
1. Customer’s Online Experience
Nowadays, digital platforms provide firms and consumers with new sophisticated capabilities.
In addition, more and more consumers are using the internet to carry out basic daily life
processes, from looking for information about anything they care about or paying their bills, to
participating in various crowd-based collaboration platforms for exchanging views and
expressing their creativity (Tauscher, K. Leveraging, 2007).
In this context, consumers who are more active than the others in collaboration platforms tend
to have a more positive attitude towards the value co-creation process, as well as themselves
by somehow participating actively in forums or other similar online communities, contribute
voluntarily or inadvertently in this direction.
By this assumption, we can formulate the hypothesis that:
Hypothesis 1: Customer online experience positively influence customer online co-creation
activities.
2. Customer’s Digital Skills
Digital skills are connected with technological capabilities required for the process via which
information is presented and services are delivered to customers. According to Ba and
Johansson (2008), the technological capabilities that are essential for the digital service
processes appear to be the key factors determining the service quality and thus, customer
satisfaction.
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The aforementioned capabilities’ value demonstrates the firms’ ability to rtansform resources
to value (Eisenhardt and Martin, 2000). Chuang and Lin (2015) recognise digital skills as a key
internal driving force enabling firms to better understand their customers, improve their
product/service quality and respond more effectively to their customer needs.
On the other hand, consumers are a resource for a firm in case they can contribute to enabling
the firm produce effectively and efficiently a proposition providing value to the target market.
For this reason, digital skills and knowledge are important for individuals, employees and
customers, and they basically form the building blocks governing the ability and the availability
of these individuals in the process of value co-creation.
Based on the above, we conclude that:
Hypothesis 2: Customer digital skills (ability) positively influence his/her online co-creation
activities.
3. Willingness and Technology
A firm’s adoption of co-creation model to enforce collaborative value creation may face
difficulties in case of inadequate resources (e.g. technology or co-creation willingness) from
consumers’ side. Facilitating internet access for the marginalized in society could have a
positive impact on consumers attitude toward theur participation in value co-creation
processes.
Hypothesis 3: Willingness to co-create positively moderates online co-creation.
4. Technology
Likewise, co-creation success strongly depends on the capability and the willingness of
potential co-creators, as well on the firm’s motivation, enthusiasm and technological
infrastructure and readiness to establish and successfully manage digital engagement platforms
(Frempong, J.; Chai, J., 2017).
Therefore, the following hypothesis is suggested:
Hypothesis 4 Technology (digital platform) positively moderates online co-creation.
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5. Consumers Motivators
Consumers frequently vary highly regarding their interest and their capacity to participate in
value co-creation processes. Even among organizations with loads of consumers, only few are
willing to fully engage with the new product development & product launch procedures.
(O’Hern and Rindfleisch 2009; Etgar 2008). Scholars have identified particular segments of
consumers having specific characteristics, being especially willing and also having those
abilities/skills required so as to participate in value co-creation processes. These include the
innovators (or pioneers), the lead users, the emergent consumers, and last but not least the
market enthusiasts.
Innovators are the consumers that adopt new products and services earliest than all the others
(Moore 1991). Lead users are the individuals having specific needs that will sooner or later be
‘universal’ in the market. The difference regards the time, as lead users face these needs prior
to the others, and therefore they are well positioned in order to satisfy these needs on
themselves (von Hippel 1986). The third category, that is emergent consumers, are those people
being especially capable of exploiting their intuition and their common sense so as to improve
product/service concepts. Later, as a result of this process, mainstream consumers will find
these improvements appealing and useful (Hoffman, Kopalle, and Novak 2010). Market
enthusiasts segment consists of individuals having the required amount of information for
many kinds of products, stores, and other market aspects, and they are typified by a high degree
of propensity to commence and participate in discussions with other consumers interested in
specific areas. (Feick and Price 1987).
All the afore-described consumer segments may be especially willing to engage in value co-
creation activities. Though, there are specific motivators playing significant role in the
willingness of individuals to participate in such processes. (van Doorn et al. 2010). These
motivators are categorized in financial, social, technical, and psychological factors (Fuller
2008).
Some individuals are motivated by financial rewards. These rewards can be direct, such as
monetary prizes and profit sharing from the firm they collaborate with, or indirect, such as the
intellectual property (IP) they might receive, or through the visibility they receive from co-
creation competitions that they participate.
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On the other hand, there are many others deciding to “free reveal” their ideas and sharing their
effort in the post-ideation phases of cocreation (von Hippel and von Krogh 2006).
Some may be interested in some forms of recognition the firms grant on valuable contributors,
such as receiving social benefits from titles. Titles such as “Top 100 Reviewer” that Amazon
grants to valuable contributors, as well as other sorts of formal recognition is considered as a
source of pride and self-esteem for many people.
Others seems to be driven by their passion to gain knowledge, or even expand their knowledge,
in areas such as the technology, by actively participating in forums orchestrated by technology
firms (Nambisan and Baron 2009).
Last but not least, there are other consumers willing to participate in value co-creation
processes for psychological reasons, such as the enhancement of their pride or the cultivation
of the sense of self-expression (Csikszentmihalyi 1996; Etgar 2008). Additionally, there is a
particular portion of consumers eager to participate just to satisfy their altruism feeling. Finally,
there are consumers deciding to get involved in the value co-creation process due to their
dissatisfaction of a product or service (Ernst, Hoyer, Krafft, and Soll 2010).
Hypothesis 5: Learning benefits have a positive effect on customer’s attitude to participate in
value co-creation
Hypothesis 6: Social integrative benefits have a positive effect on customer’s attitude to
participate in value co-creation
Hypothesis 7: Personal integrative benefits have a positive effect on customer’s attitude to
participate in value co-creation
Hypothesis 8: Hedonic integrative benefits have a positive effect on customer’s attitude to
participate in value co-creation.
Hypothesis 9: Financial rewards have a positive effect on customer’s attitude to participate in
value co-creation
6. Knowing
As stated by Ballantyne and Varey (2006), knowing is considered to be one of the most
significant features of value co-creation. The scholars distinguished knowing into tacit and
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explicit knowledge. The former sub-element is the operant resource that resides into individuals
and can be used to directly create value, while the latter performs as a knowledge archive that
can be assessed so as to indirectly create knowledge.
The specific factor (knowing) provides the co-creators with the appropriate knowledge required
to start collaborating with others (Ballantyne and Varey, 2006).
Information seeking, information sharing, and feedback as defined as the three significant
facets for value co-creation by Yi and Gong (2013). These three aspects will be examined
thoroughly below, as they correlate with knowing.
a. Information Seeking
Information seeking is a mean that facilitates the interaction between two -or even more-
parties. In this context, it can be used so as for a party to learn about the other party’s goals, or
communicate information (i.e. preferences) to ultimately align the expectations of the two
parties.
This way, co-creators can achieve better coordination and thus improve their colaborative
activities (Clark, 1996). The particular factor helps cosnumers and firms fill-in the ‘breaches’
deriving from the knowledge discrepancy being existent in the two parties, and so it promotes
the set-up of a common ground for value co-creation.
Hypothesis 10: Information seeking positively influences value cocreation.
b. Information Sharing
If information seeking is considered as the first step toeard value co-creation process,
information sharing is even most important. As firms seek for input from the consumers’ side
in the form of knowledge (Gwinner et al., 2005), it is their responsibility to actively share
information regarding various aspects that concern the consumers, i.e. customization offers,
alternative courses of action or possible risks that may occur.
On the other hand, information sharing can be initiated from the consumers’ side, especially in
case this piece of information can help toward the interaction success. Inofmration sharing
reassures that both participant parties (firms and consumers) figure out the other party’s
problems and so both participating parties can actively take part to a discussion to find
solutions.
Hypothesis 11: Information sharing positively influences value cocreation.
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c. Feedback
Feedback is the third element in the row, right after information seeking and sharing. Feedback
‘focuses’ primarily on refining knowledge base so as to promote value co-creation (Sebanz et
al., 2006). Feedback is the mean allowing consumers to inform the firms regarding critical
apsects of the interaction process, such as potential mistakes.
Feedback play a significant role in setting up a steady ground for collaboration between
consumers and firms, as it improves both synchronization and timing during the interaction
process (Sebanz et al., 2006).
Hypothesis 12: Feedback positively influences value cocreation.
7. Relating
Ballantyne and Varey (2006) emphasize the significant role that relating has on value co-
creation. With the term relating we mean the state of having or establish social bonds. The role
of relationship is indeed critical, as it helps in knowledge generation regarding a wide variety
of information, such as the previous interactions between the involved parties, personal details
of the participants in the co-creation process etc.
Another important role of relating is the cultivation of the sense of security the involved parties
feel during their interaction, and due to this fact, there appear to be an increase in the amount
of communication that customers have with firms. This feeling of security and connection
between the two parties promotes the prosocial behaviour during the of interaction (Mochon et
al., 2012).
Additionally, relating also enables the accountability from both participating sides, that is
customers and firms. As they are aware of the things the other party has to accomplish so as to
achieve their goals, the other party has to place themselves in the participant role, taking their
perception into consideration.
There are three main factors regarding relating we take into consideration: commitment, trust
and connection. These factors have previously been studies by Randall et al. (2011).
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a. Commitment
Commitment is one other vital factor in value co-creation process. Randall et al. (2011)
describes the term as “a lasting desire and willingness to work towards preserving the
relationship”. Indeed, it is required at least a minimum commitment level from all sides in order
for any joint-activity to be promoted. Alike trust, commitment plays a critical role in increasing
the engagement levels by promoting devotion to the goals set, and motivating to accomplish a
mutually satisfactory goal (Morgan and Hunt, 1994).
Hypothesis 13: Commitment between customers and firms positively influences value
cocreation.
b. Trust
Trust is the confidence in a partner’s reliability and integrity (Morgan and Hunt, 1994). Trust
is of utmost significance in building relationship engagement (Morgan and Hunt, 1994; Bitner
et al., 1990). Additionally, it promotes the generation of value for customers, as it increases the
benefits deriving from the interaction and diminishes the pressure and ambiguity, it helps
shaping customers’ expectations in different stages of interaction, and it fosters collaboration
(Morgan and Hunt, 1994).
Hypothesis 14: Interpersonal trust between customers and firms positively influences value
cocreation.
c. Connection
According to Randall (2011), Connection is the degree of emotional connection customers and
firms have toward one another. This connection can be of great importance in the value co-
creation process. This sense of connection constructs familiarity, friedliness and volunteerism,
and enables intimacy (Westbrook, 1981). All these aspects contribute to a better quality of
relationship between customers and firms.
Randal (2011) claim that connection, unlike the other two factors, that is trust and commitment,
is built on affect, while the other two are built in cognition. All the involved parties are
interested in the other party’s wellbeing and so, all the participants treat the others with fairly
and with respect.
Hypothesis 15: A connection between customers and firms positively influences value
cocreation.
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8. Inovation capability
Innovation endevor within a firm consists of three business operations aspects: a. firm’s
internal resources, i.e. knowledge, processes and products/services, b. the firm’s connections
with market alternations, and c. the creative contribution of people in a firm (Balan, Lindsay
and O’Connor, 2009).
Innovation is one of the most prominent features dictating the economic and organisational
performance (Balan et al., 2009). According to Balan and Lindsay, firms should focus on
innovating in order to survive and progress in the current economic environment, which is
characterized by increasing complexity and turbulence (Khajeheian, 2016).
Although innovation is one of the key factors for firms to survive, it should be continuous and
uninterrupted to give enterprises an opportunity to increase their competitiveness (Menguc et
al., 2014). According to Szeto (2000), innovation capacity is the ability of firms to constantly
convert the knowledge and ideas into new P&S, procedures and structures for the sake of their
businesses and their stakeholders. Chen and Xu (2009) define innovation capacity as the
process through which companies gather knowledge from various sources to produce new
creative ideas that will be transformed into new products and services to meet the needs of their
customers.
Co-Creation and Innovation
Individuals' capability to innovate is growing immediately as a result of the development of
information systems, more massive and easier access to the internet, and a huge increase in the
number of social network users. As a result, users have easier and faster access to information,
as well as tools and platforms that promote innovation (Magnusson, Matthing and Kristensson,
2003).
This has the consequence that innovation by individuals is growing exponentially, although the
number of users wishing to participate in the process of producing new knowledge and
innovation remains almost unchanged (Maklan, Knox, and Ryals, 2008).
According to Von Hippel (2005), both individuals and businesses are now capable of
innovatimg on their own, without the need for interdependence and interaction between them.
Somehow, innovation has been democratized.
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On the other hand, firms' access to user-generated innovation has become easier and almost
inexpensive through the various collaboration platforms. As a result, businesses have easy, fast
and cheap access to a huge pool of new ideas that can be used to turn them into new products
and services that will meet their customers' needs, as these ideas come from potential business
customers themselves and therefore more accurately represent the real needs of consumers.
Hypothesis 16: Value co-creation has a direct, positive effect on innovation capability
9. Firm’s Performance
According to Samson, DeFillippi and Roser(2013), value co-creation models have two
characteristics in common: the organizations’ borders broadening on one hand and the active
inclusion of co-creators on the other. They argued that firms’ performance uses a group of
strategies and ideas, similarly to the co-creation model, in order to increase the firm’s
productivity.
Additionally, other scholars (Russo-Spena et al., 2011; Nicolajsen and Scupola, 2011; Piller,
Ihl and Vossen, 2010) claim that co-creation is the iteractive discussion between a group of
consumers and the firm’s performance, varying in the depth of this kind of interaction, having
as ultimate goal the enhancement of the propositions value to both companies and consumers
(Magnusson et al., 2003).
Prahalad and Ramaswamy refer to another parameter to the stage in which firms get involved
in the process of value co-creation and connection set this parameter to improve the
performance and profitability of the companies implementing this model.
Firm performance is the means by which companies can achieve a competitive advantage by
leverage of the available resources in their possession, which are important, rare and can hardly
be duplicated by competitors.
All the above scholars suggest that there is some degree of relationship or dependence between
value co-creation and firm performance. Despite the many references to this relationship
between the two factors, they have not proceeded to ful conceptualization of this correlation
(Tijmes, 2010).
Based on all of the above, we come to the following hypothesis:
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Hypothesis 17: Value co-creation has a direct, positive effect on firm performance
All the aforementioned hypotheses are summarized on the following conceptual framework
model:
Figure 16: Research Model
3.4 Conclusion
Having studied the work of various scholars on the model of value co-creation and what can
be the impact of this approach on two key factors in running a business, it's innovation
capability and firm performance, we have identified and highlighted 17 different hypotheses
that will be thoroughly studied to come to a conclusion as to whether, and to what extent each
of these assumptions is valid.
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4. Research Methodology
4.1 Introduction
In order to answer the questions deriving from the survey, a questionnaire was designed to
gather all the necessary data. In this chapter, there is a description of the methodology followed.
More specifically, this chapter demonstrates the design of the survey, the form of the
questionnaire, the sample used and the technique applied to perform the analysis of the
information collected.
4.2 General Methodology
The methodology used was based on the distribution of a structured questionnaire in order to
collect primary data using a convenience sampling approach. The participants were all
employees of OTE Group of Companies, representing a wide range of company hierarchies,
from staff employees to the level of Directors.
The distribution of the questionnaire was made by exploiting an internal company tool -used
for conducting anonymous voting campaigns, the so-called Conferience. The particular tool is
an online platform collecting data and providing a plain distribution analysis output.
The survey was conducted in April 2019 and 94 respondents responded to this action. Layering
in terms of hierarchy is judged to be satisfactory, as all hierarchical levels were represented in
harmonic proportions.
4.3 Design of the Questionnaire
The questionnaire was constructed using the statements figured out in the literature revierw, as
well as with other statements produced specifically for the particular survey, based on relevant
studies, researches and other observations.
The length of the questionnaire could be characterized as quite extensive, as it consisted of 17
questions about participants’ demographics and 78 qustions regarding the factors in question.
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In the particular questionnaire, it was used the five point scale method, as the specific method
is widely used and has proven its reliability in terms of measuring the level of agreement or
disagreement toward the statemetns being studied.
The participants had to express their agreement/disagreement by selecting on the scale from 1
to 5, where the point 1 indicated their complete disagreement while the point 5 indicated their
complete agreement toward each and every statement.
4.4 Structure of the Questionnaire
The questionnaire contained an preliminary page concisely describing the purpose of the study
and gave some piece of useful information about the process of supplementing. The results
were anonymous, which contributed to its impartial completion.
The first section concerned questions about the demographics of the participants. The next
section concerned the main part of the study, the questions about the factors to be examined.
The questions were divided into eight major categories, as follows:
- Customer’s Online Experience
- Customer’s Digital Skills
- Technology
- Willingness to Co-Create
- Consumer’s Motivators
- Co-Creation
- Innovation Capability
- Telecom Provider’s Performance
Essentially, the nine categories above were the subject of this study.
Totally, we used 81 questions in order to the measurement the 17 factors.
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Constructs Definitions Selected References
Customers’ Online
Experience
6 Questions
Impact of Customers' Online Experience
toward their intention to participate in value
co-creation activities initiated by telecom
operators
Joseph Frempong (2018)
Junwu Chai (2018)
Enock Mintah Ampaw (2018)
Customers’ Digital
Skills
3 Questions
Impact of Customers' Digital Skills toward
their intention to participate in value co-
creation activities initiated by telecom
operators
Joseph Frempong (2018)
Junwu Chai (2018)
Enock Mintah Ampaw (2018)
Technology (Digital
Platforms)
7 Questions
Impact of the available technology toward
their intention to participate in value co-
creation activities initiated by telecom
operators
Joseph Frempong (2018)
Junwu Chai (2018)
Enock Mintah Ampaw (2018)
Willingness to co-
create
5 Questions
Impact of Customers' willingness to co-create
toward their intention to participate in value
co-creation activities initiated by telecom
operators
Joseph Frempong (2018)
Junwu Chai (2018)
Enock Mintah Ampaw (2018)
Learning
3 Questions
Impact of the potential learning benefits the
customers could gain toward their intention to
participate in value co-creation activities
initiated by telecom operators
Wayne D. Hoyer (2010)
Rajesh Chandy (2010)
Matilda Dorotic (2010)
Manfred Krafft (2010)
Social Integrative
3Questions
Impact of the potential social benefits the
customers could gain toward their intention to
participate in value co-creation activities
initiated by telecom operators
Wayne D. Hoyer (2010)
Rajesh Chandy (2010)
Matilda Dorotic (2010)
Manfred Krafft (2010)
Personal Integrative
4 Questions
Impact of the potential personal benefits the
customers could gain toward their intention to
participate in value co-creation activities
initiated by telecom operators
Wayne D. Hoyer (2010)
Rajesh Chandy (2010)
Matilda Dorotic (2010)
Manfred Krafft (2010)
Hedonic Integrative
4 Questions
Impact of the potential hedonic benefits the
customers could gain toward their intention to
participate in value co-creation activities
initiated by telecom operators
Wayne D. Hoyer (2010)
Rajesh Chandy (2010)
Matilda Dorotic (2010)
Manfred Krafft (2010)
Financial/Material
Integrative
3 Questions
Impact of the potential financial/material
benefits the customers could gain toward their
intention to participate in value co-creation
activities initiated by telecom operators
Wayne D. Hoyer (2010)
Rajesh Chandy (2010)
Matilda Dorotic (2010)
Manfred Krafft (2010)
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Information Seeking
4 Questions
Impact of information seeking from the
customers' side toward their intention to
participate in value co-creation activities
initiated by telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Information Sharing
4 Questions
Impact of information sharing from the side
of both firms and customers toward their
intention to participate in value co-creation
activities initiated by telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Feedback
3 Questions
Impact of feedback provided by both firms
and customers toward their intention to
participate in value co-creation activities
initiated by telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Commitment
5 Questions
Impact of commitment of customers in the
entire process toward their intention to
participate in value co-creation activities
initiated by telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Trust
5 Questions
Impact of trust of both customers and firms in
the entire process toward their intention to
participate in value co-creation activities
initiated by telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Connection
3 Questions
Impact of connection between firms and
customers toward their intention to participate
in value co-creation activities initiated by
telecom operators
Carmen Neghina (2014)
Marjolein CJ Canie (2014)
Jose MM Bloemer & Marcel JH
van Birgelen (2014)
Co-Creation
4 Questions
Impact of Co-Creation in various aspects of
customer experience
Fatemeh Hamidi (2016)
Naser Shams Gharneh (2016)
Innovation
Capability
8 Questions
Impact of value co-creation model toward the
ability of the firms adopting this pactice to
innovate
Fatemeh Hamidi (2016)
Naser Shams Gharneh (2016)
Telecom Provider's
Performance
5 Questions
Impact of value co-creation model toward the
performance enhancement of the firms
adopting this pactice
Fatemeh Hamidi (2016)
Naser Shams Gharneh (2016)
Table 7: Questionnaire Questions and their Sources
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4.1 Collection of the Data
The questionnaire was available to the participants during the period from April 15th to April
30th. The distribution was done through a tool used by the OTE Group to conduct anonymous
surveys, both internally (towards employees) and externally (to customers) the Conferience.
143 people were invited to participate in the questionnaire. The selection of the participants
was based on the subject of their work, as they were all employees of OTE Group's commercial
department (Product Marketing, Retail Marketing, CRM, Digital).
In all, 94 of the 143 invited were involved in the process, which was anonymous. The
participation rate stood at 65.7%.
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5. Data Analysis / Hypotheses Results
# Hypothesis Path Coefficient Result
H1 Customer's Online Experience --> Value Co-Creation 0,16 Accepted
H2 Customer's Digital Skills --> Value Co-Creation 0,39 Accepted
H3 Technology --> Value Co-Creation - Rejected
H4 Willingness to Co-Create --> Value Co-Creation - Rejected
H5 Learning --> Value Co-Creation - Rejected
H6 Social Integrative --> Value Co-Creation - Rejected
H7 Personal Integrative --> Value Co-Creation - Rejected
H8 Hedonic Integrative --> Value Co-Creation - Rejected
H9 Financial Integrative --> Value Co-Creation - Rejected
H10 Info Seeking --> Value Co-Creation - Rejected
H11 Info Sharing --> Value Co-Creation - Rejected
H12 Feedback --> Value Co-Creation - Rejected
H13 Commitment --> Value Co-Creation - Rejected
H14 Trust --> Value Co-Creation - Rejected
H15 Connection --> Value Co-Creation - Rejected
H16 Value Co-Creation --> Innovation Capability 0,17 Accepted
H17 Value Co-Creation --> Telcom Provider's Performance - Rejected Table 32: Hypotheses Results Results
The results of the SEM analysis reveal that there are only 3 htpotheses that are confirmed, out
of the 17 initially set.
Based on the model, indeed customer’s online experience and digital skills really influence
value co-creation, while on the other hand all the customer’s motivators do not have any kind
of impact on value co-creation.
Furthermore, value co-creation impacts innovation capability, but doesn’t impact telecom
provider’s performance.
Many other relations were revealed, with the most noteable to be the following:
- Telecom Provider's Performance is influenced by learning, info-seeking and hedonic
integrative variables.
- Innovation Capability is the variable receiving most of the effects from the other
variables of the model. More specifically, it is influenced by co-creation, customer's
digital skills, hedonic integration, financial / integrative material, info search,
commitment and connection variables.
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6. Discussion & Interpretation of the Results
6.1 Brief Presentation
This study aimed to shed light on a very important process, which is at the heart of the
fundamental practice of the 4th digital revolution, namely the active involvement of customers
in the process of creating new products and services.
Businesses have always used different methods and techniques to better understand their
customers' needs and consequently provide them with products and services that best meet their
needs.
The practice of Co-Creation was adopted and implemented by several companies in various
industries to resolve the mismatch that existed between what customers really want and what
businesses feel they want.
Many studies have dealt with this practice. Others have shown that there is a relationship
between value co-creation and customer satisfaction, but that value co-creation helps
businesses produce more targeted products and services and that value co-creation is directly
related to improving production processes of businesses.
In this study, the aim was to examine whether and to what extent value co-creation can help
businesses in innovation and their effectiveness as organizations.
In essence, an attempt was made to investigate whether there is a link between the ability of
companies to innovate through the process of active involvement of their customers in the new
product/service development process, and how this capacity translates into firms' performance.
Similar studies in the past have shown that there is indeed a relationship between value co-
creation and innovation capability, as well as between value co-creation and firms'
performance.
In the context of this study, all these similar studies have been thoroughly analyzed and
researched, so that irrefutable conclusions can be drawn for the above relationships.
Following this in-depth study, a number of hypotheses have been put forward to examine
whether and how these cases, which at other times have been confirmed in other
industries/sectors, are valid in the telecommunications and High-Tech Industries.
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In order to investigate these cases, a questionnaire was prepared with questions from similar
studies of the same subject in other disciplines.
The questionnaire was distributed to OTE Group of Companies employees, and was
anonymously answered by 94 participants.
The results were analyzed using the SPSS statistical tool. descriptive statistical analysis was
applied to investigate the demographic characteristics of the sample.
Factor Analysis was then applied to determine the reliability, validity and adequacy of the
factors.
In further analysis of the results, Correlation Analysis was also applied, so that the relationships
between the factors of the model.
Finally, the consistency of the model and assumptions used were tested using the Structural
Equation Model analysis.
The next subsection includes the analysis of the results of the study, the managerial
implications deriving from them, and the limitations of this research. Last but not least, there
is a sub-chapter presenting the recommendations for similar future research.
6.2 Discussion
Several statistical models have been used to analyze the results of the primary survey to arrive
at the result presented in the previous chapter.
Factor Analysis was performed to create the factors before the correlation analysis and
structural equation analysis.
Through this process, it has been demonstrated that the factors selected and used are valid and
reliable.
Regarding Correlation Analysis, there have been relationships between several of the factors
studied in the model.
Finally, the Structural Equation Modeling Analysis showed that out of the 17 hypotheses made,
only three were confirmed and the remaining 14 were rejected.
This conclusion is extremely interesting as all the assumptions made have been based on other
studies that have proven their existence in different disciplines and at different times.
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Below is a thorough analysis of accepting or rejecting each of these hypotheses.
According to the first hypothesis, Customer's Online Experience has a positive impact on Value
Co-Creation. This case proved to be true. This result supports the study of Frempong, Chai &
Ampaw (2018), who argue that the same relationship applies to the Waste Management
industry. As can be seen, the particular hypothesis also applies to the High Technology and
Telecommunications Sector. It seems that familiarizing consumers with online platforms and
technologies on a wider scale helps to be actively involved in the process of value co-creation.
The second (2nd) hypothesis, which reported that Customer's Digital Skills had a positive
impact on Value Co-Creation, proved to be true. Again, this result confirms the study by
Frempong, Chai & Ampaw (2018), who had shown that this case is valid. We also see that
although we are studying two different sectors (waste management & telecommunications
sectors), these two factors have a positive impact on Value Co-Creation. In a more general
analysis, one might say that Digital Skills is a prerequisite of Online Experience and versa. It
turns out that skills and experience in new technologies have a positive effect on Value Co-
Creation.
Finally, hypothesis 16, which deals with the impact of Value Co-Creation on Innovation
Capability, is proven to be valid. This hypothesis was ascertained and proven by the study by
Hamdi & Gharneh (2016) and seems to be valid even today. Practically, this hypothesis was
one of the two main hypotheses with which this study was concerned. Demonstration of the
hypothesis demonstrates the role of active consumer engagement in the ability of companies to
innovate and deliver products and services that meet the needs of their customers.
Beyond the hypotheses for which the study proved their validity, there were others that did not
prove to be valid.
More specifically:
Hypothesis 3 - Technology has a positive impact on Value Co-Creation: This
hypothesis, which was proven by Frempong, Chai & Ampaw (2018), seems to be out
of the question today for the telecommunications industry. It is likely that industry-
specific technology will be taken for granted and will not have the impact on other
industries within Value Co-Creation
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Hypothesis 4 - Willingness to Co-Create has a positive impact on Value Co-Creation:
Another hypothesis that applies to Frempong, Chai & Ampaw (2018), but it turns out
that telecoms do not really play a role in Value Co-Creation.
Hypothesis 5 - 15 - Consumers' Motivators Hyper-Factor: This Hyper-Factor consists
of 11 sub-factors. The study has shown that none of these sub-factors have an impact
on Value Co-Creation. Although different studies from time to time and in various
business sectors have shown that these sub-factors have a significant (in some cases)
effect on Value Co-Creation, however, this study did not find any relationship of these
factors with Value Co -Creation, at least with regard to the telecommunications
industry, nowadays.
Learning, Social Integration, Personal Integration, Hedonic Integrative, Financial
Integration, Info Seeking, Info Sharing, Feedback, Commitment, Trust, and Connection
are the 11 sub-factors for which no impact on Value Co-Creation .
Although other significant and in some cases strong relationships of sub-factors with
other factors have been shown, with regard to the key issue of their relationship with
Value Co-Creation, all hypotheses have been rejected.
This may have to do with the nature of the industry being studied, as it has particular
peculiarities with respect to other industries studied and relationships with Value Co-
Creation have been demonstrated.
The High Technology and Telecommunications industries have always been in the
areas of productive activity where innovation was a key element of their activity.
Without it they could not survive, as the industry is so competitive and the
developments are so fast and rapid, with those who do not innovate risk becoming
disrupted. On the other hand, the customers of these companies have almost always
been taken into account in relation to the new products and services launched by
Telecom Operators, since focus groups were often organized with customer
involvement and their views were taken into account. Perhaps this is why Consumer's
Motivators' Hyper-Factor has no impact on the telecommunications industry.
The predictive power of the model can be considered as satisfactory, as it explains 49% of
Innovation Capability, 21% of Business Performance, 18% of Co-Creation, and 9% of
Consumers' Motivators.
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The above results, as shown in Tables 9, 10 & 11, demonstrate the important relationship
between Customer's Digital Skills and Innovation Capability.
This shows us that the existence of digital skills is a very important factor affecting the
Innovation Capability.
But the most important finding has to do with Hyper-Factor Consumers' Motivators. It is
proven by the study that it is the most important factor affecting the Innovation Capability. Of
course, this factor consists of 11 different sub-factors, each of which plays its own role and has
its own contribution to the overall impact on Innovation Capability.
One of the most important points of the analysis is that Hyper-Factor as a whole has a very
significant positive impact on Innovation Capability.
On the other hand, it seems that Innovation Capability has, in turn, made a very positive
contribution to Firm's Performance, which was one of the preconceived questions. The study
of Hamidi & Gharneh (2016), which suggested and demonstrated a triangular relationship
between Value Co-Creation, Innovation Capability and Firm's Performance, appears to be
confirmed.
Finally, there was a negative relationship between Hyper-Factor Consumers' Motivators and
Telecom Provider's Performance.
6.3 Managerial Implications
Τhe results of this research may have significant implications for managers and executives,
primarily in the Telecommunications Industry, but also in various other sectors where
companies are willing to adopt and implement the Value Co-Creation in practice.
To date, many companies have implemented this practice worldwide, in other cases
successfully and in others with failure.
This study is an updated version of the results of Value Co-Creation in a field where this
practice has not been applied, or has been implemented on a very small scale and with
unambiguous results.
In this context, this study may work as a guide on the basis of which many of the assumptions
made in the past have been rejected, so they are outdated nowadays.
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As companies struggle to innovate internally, there will be a growing need to do so with the
use of external resources.
This study has shown that Value Co-Creation can be an important source of innovation for
business as long as appropriate techniques are used and best practices are applied by using
those variables whose relationship with Innovation Capability and Firm's Performance
demonstrated by the relevant analysis.
6.4 Limitation
This study had important limitations, which should be mentioned. First and foremost, the
population who participated in the study by completing the relevant questionnaire is limited
(94 participants).
At the same time, the participants come from the same company (OTE Group of Companies)
and from the same Directorate (Commercial Division). As a result, pluralism of opinions and
diversity in approaching the subject of study are limited.
Also, although the survey was conducted in a multinational company, the participants were all
Greeks, with the result that differences in the culture of workers living in other countries were
not taken into account.
Finally, the participants' experience with Value Co-Creation was theoretical rather than
practical, as the company did not apply this practice, limiting the potential results that would
result from the practical application of such an approach.
6.5 Further Research
The further and deeper investigation of the practice of Value Co-Creation deemed essential.
Businesses in the future will increasingly face the challenge of sustained innovation and their
customers will become more informed and demanding.
At the same time, in the 4th Industrial Revolution, the active involvement of customers in the
creation of products that will provide them with the solutions they want in the problems they
face will be the new reality.
In this context, this study proposes to broaden and include even more high-tech industry
participants to provide more accurate data on Co-Creation's contribution to companies' ability
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to innovate but also to other aspects of businesses, which this study was not designed to
examine.