143,588 research outputs found

    AI powered social commerce technology and customer experience: A systematic literature review

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    Over the last 3 decades, the digital revolution has drastically transformed customer/user experience. Negroponte (1995) described this transformation as a shift from atoms to bits. Schmitt (2019) supported that, in the context of marketing atoms are fast moving consumer goods and their brands, made in factories, advertised through mass media, and sold in stores; bits are information, entertainment and interactive products, often produced instantaneously, promoted through social media and sold online. Artificial Intelligence (AI) powered technologies such as social commerce, Internet of things (IoT), Augmented reality (AR), Virtual Reality (VR), Smart technology, or digital payments technologies have the potential to revolutionize customer or user experience. Artificial intelligence (AI) is reshaping business, economy, and society by transforming consumers experiences and relationships amongst stakeholders and citizens (Loureiro, Guerreiro and Tussyadiah, 2020).info:eu-repo/semantics/acceptedVersio

    ‘I create therefore I virtually exist’: digital content creation, virtual consumption, and motivation in Second Life

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    User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the purpose of the current study is to fill this gap in the literature. More specifically, we explore virtual content creation within the particular 3D virtual world of Second Life, via comparing key demographic, usage and motivational attributes of creator versus non-creator residents. Results revealed differential patterns as a function of age, gender and usage. Digital content creators were also more likely to purchase goods reflecting stability, expand greater financial resources on the Second Life Marketplace, and while acknowledging greater difficulty in ease of use, reported higher esteem and self-actualization. Implications for scholars and practitioners are discussed.info:eu-repo/semantics/publishedVersio

    The business and dynamics of free-to-play social-casual game apps

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    Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 95-100).The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.by Thomas Hughes Speller, III.S.M.in Engineering and Managemen

    Digital play and the actualisation of the consumer imagination

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    In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversions, speculations, and playfulness acted out in aesthetic dramas. To illustrate, the authors consider specific examples of the theatrical productions available to consumers in digital spaces, highlighting the consumer imagination that feeds them, the performances they produce, and the potential for transformation in consumer-players

    Facebook Sebagai Media Promosi (Studi Deskriptif Kualitatif Jejaring Sosial Facebook Sebagai Media Promosi pada Buck Photography)

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    In recent years, new media has been finding new excitement with the emergence of Facebook social media. The site provides in virtual world a place to make a community of friendship that can be accessed by people of the world. Interactive capability of the online media is able to provide direct feedback so that interpersonal communication is created. Users who are enthusiastic in promoting goods and services uses popularity of the Facebook as a good media of sales. Buck Photography has been trying to take the opportunity. Various strategies have been performed to maintain its existence in a competing photographic industry. The Buck Photography is a small business providing camerawork so that budget of promotion activity should be estimated carefully. Therefore, the small business chooses Facebook as an alternative media to make online promotion activity. Purpose of the research is to know role of Facebook as communication media of marketing of the Buck Photography. It is expected that the research can be useful for people about importance of a marketing communication and also selection of appropriate media according to product and service to offer by marketer. The research is descriptive-qualitative one, namely it describe an object as a fact found in field. Data validity of the research was examined by using data reduction, data presentation, and conclusion drawing. The research concluded that Buck Photography had applied SWOT analysis as a marketing analysis, and then, it implemented strategies of marketing communication, namely advertising, sales promotion, and direct sales. Facebook social network was used as media of promotion

    From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival

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    One of the major questions in the study of economics, logistics, and business forecasting is the measurement and prediction of value creation, distribution, and lifetime in the form of goods. In "real" economies, a perfect model for the circulation of goods is impossible. However, virtual realities and economies pose a new frontier for the broad study of economics, since every good and transaction can be accurately tracked. Therefore, models that predict goods' circulation can be tested and confirmed before their introduction to "real life" and other scenarios. The present study is focused on the characteristics of early-stage adopters for virtual goods, and how they predict the lifespan of the goods. We employ machine learning and decision trees as the basis of our prediction models. Results provide evidence that the prediction of the lifespan of virtual objects is possible based just on data from early holders of those objects. Overall, communication and social activity are the main drivers for the effective propagation of virtual goods, and they are the most expected characteristics of early adopters.Comment: 28 page

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding

    Virtual Consumption, Sustainability & Human Well-Being

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    There is widespread consensus that present patterns of consumption could lead to the permanent impossibility of maintaining those patterns and, perhaps, the existence of the human race. While many patterns of consumption qualify as ‘sustainable’ there is one in particular that deserves greater attention: virtual consumption. We argue that virtual consumption — the experience of authentic consumptive experiences replicated by alternative means — has the potential to reduce the deleterious consequences of real consumption by redirecting some consumptive behavior from shifting material states to shifting information states
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