13 research outputs found

    Speech or silence

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    Value Co-creation of Xiaomi in China

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    Purpose: Since service-dominant logic is a theory with co-creation as its central concept, this study uses service-dominant logic as a basis to analyse the business model and factors of Xiaomi Technology so as to understand the reason that Xiaomi Technology was able to develop diverse products within a short time span. Design/methodology/approach: The present study adopted the case study approach. In that direction, the focus group methodology was used. Finally, the proposed conceptual framework was checked with specialists in Taiwan and China to get the Managerial Implication. Findings: The results of this study can help subsequent businesses understand how to use value co-creation to strengthen business models. Research limitations/implications: A limitation stemming from using case study analysis, this study conducted interviews that enabled Xiaomi-related personnel to answer research questions. Although the respondents came from diverse backgrounds, there are still limitations. Originality/value: Very few studies exist on co-creation in the context of case study research. This study utilizes the concept of co-creation to explore Xiaomi's operation in China. Furthermore, this paper also poses management implications of the findings

    Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan

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    This study aims to investigate the differences in the learning path and value between students of different genders and educational backgrounds in digital game-based learning in Taiwan’s higher vocational education. A game-based digital Supply Chains Learning System was used to explore the value network based on “system attributes—learning consequences—target value” from the perspective of the student. To investigate the research question, this study conducted a cross-analysis of differences in gender and education background. Findings from the study revealed that irrespective of gender and educational background in higher vocational education in Taiwan, students developed distinctively different learning paths, values, and emphasis from specific system attributes. These findings will not only enable trainers and educators to learn more about the differences in learning by individuals but will also serve as useful guidelines for the improvement of the teaching strategy used by digital games developers

    Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan

    No full text
    This study aims to investigate the differences in the learning path and value between students of different genders and educational backgrounds in digital game-based learning in Taiwan’s higher vocational education. A game-based digital Supply Chains Learning System was used to explore the value network based on “system attributes—learning consequences—target value” from the perspective of the student. To investigate the research question, this study conducted a cross-analysis of differences in gender and education background. Findings from the study revealed that irrespective of gender and educational background in higher vocational education in Taiwan, students developed distinctively different learning paths, values, and emphasis from specific system attributes. These findings will not only enable trainers and educators to learn more about the differences in learning by individuals but will also serve as useful guidelines for the improvement of the teaching strategy used by digital games developers
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