8 research outputs found

    Knowledge Sharing Mechanisms: Characteristics and Roles in Knowledge Sharing

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    Ph.DDOCTOR OF PHILOSOPH

    La credibilidad del E-word of Mouth en Facebook Colombia

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    El voz a voz, conocido por sus siglas en inglés como WOM (Word Of Mouth), es un fenómeno comunicacional que se define como la acción o la capacidad de influir sobre la gente para que hablen de una acción o idea que puede ser a su vez difundida de forma natural a otros, asegurando la credibilidad sobre la misma (Sernovitz, Godin, & Kawasaki, 2009). En la actualidad, internet ha diversificado el contexto en que ocurre este fenómeno, el cual se presenta con beneficios particulares como rapidez en la difusión de la información, visibilidad y alcance, dando paso al concepto de e-Word Of Mouth (e-WOM) para describir el fenómeno del voz a voz en el contexto digital, cuya naturaleza tiene un impacto profundo en la forma en que actualmente las personas se comunican e influyen en las actitudes, opiniones y comportamientos de otras personas.Introducción. Estado del arte. Marco teórico. Método. Análisis de resultados. Discusión, conclusiones y recomendaciones. Bibliografía. Figuras. Tablas. Anexos.Magíster en Dirección de Marketing, CESAMaestrí

    Managing the Paradox of Growth in Brand Communities Through Social Media

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    The commercial benefits of online brand communities are an important focus for marketers seeking deeper engagement with increasingly elusive consumers. Managing participation in these socially bound brand conversations challenges practitioners to balance authenticity towards the community against corporate goals. This is important as social media proliferation affords communities the capacity to reach a scale well beyond their offline equivalents and to operate independently of brands. While research has identified the important elements of engagement in brand communities, less is known about how strategies required to maximise relationships in these circumstances must change with growth. Using a case study approach, we examine how a rapidly growing firm and its community have managed the challenges of a maturing relationship. We find that, in time, the community becomes self-sustaining, and a new set of marketing management strategies is required to move engagement to the next level

    Managing the Paradox of Growth in Brand Communities Through Social Media

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    The commercial benefits of online brand communities are an important focus for marketers seeking deeper engagement with increasingly elusive consumers. Managing participation in these socially bound brand conversations challenges practitioners to balance authenticity towards the community against corporate goals. This is important as social media proliferation affords communities the capacity to reach a scale well beyond their offline equivalents and to operate independently of brands. While research has identified the important elements of engagement in brand communities, less is known about how strategies required to maximise relationships in these circumstances must change with growth. Using a case study approach, we examine how a rapidly growing firm and its community have managed the challenges of a maturing relationship. We find that, in time, the community becomes self-sustaining, and a new set of marketing management strategies is required to move engagement to the next level

    Playermaking: the institutional production of digital game players

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    This thesis investigates how the digital games industry conceptualises its audiences in both the United States and the United Kingdom. Drawing upon research focused on other media industries, it argues in favour of a constructionist view of the audience that emphasises its discursive form and institutional uses. The term “player” is institutionally constructed in the same way, not referring to the actual people playing games, but to an imagined entity utilised to guide industrial decisions. Using both desk research and information gathered from expert interviews with digital game development professionals, this thesis looks at how ideas about players are formed and held by individual workers, transformed to become relevant for game production, and embedded into broader institutional conceptions that are shared and negotiated across a variety of institutional stakeholders. Adapting the term “audiencemaking” from mass communication research, this thesis identifies three key phases of the “playermaking” process in the digital games industry. First, information about players is gathered through both informal means and highly technologised audience measurement systems. Institutional stakeholders then translate this information into player, product and platform images that can be utilised during production. The remainder of the thesis looks at the more broad third phase in which these images are negotiated amongst a variety of institutional stakeholders as determined by power relations. These negotiations happen between individual workers who hold differing views of the player during development, companies and organisations struggling over position and value across the production chain, and the actual people playing games who strive to gain more influence over the creation of the images meant to represent their interests. These negotiations also reflect national policy contexts within a highly competitive global production network, visible in the comparison between the US neoliberal definition of both the industry and players as primarily market entities and the UK creative industries approach struggling to balance cultural concerns while safeguarding domestic production and inward investment. Ultimately, this thesis argues that conceptions of players are a central force structuring the shape and operation of a digital games industry in the midst of rapid technological, industrial, political and sociocultural change
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