Users and Co-Creation of Value Stephan Dahl Tribes and Control • hard to control tribes and brand communities (e.g. Newton case) results in ‘Social Messiness’ (Moran and Gossieux, 2010) Three Types of Brand Interactions • Consumers choose one of three ways to interact with brands 1. Passive 2. Active (through co-creation) 3. Autonomous Co-creation • Consumer and producer roles become merged = Prosumer • Not strictly linked to social media, but technology helps Value Types Self-oriented Active Re-active Other-oriented Active Extrinsic Intrinsic Efficiency Play (Output/Input, Convenience) (Fun) Excellence Aesthetics (Quality) (Beauty) Status Ethics (Success, Impression (Justice, Virtue, Morality) Management) Re-active Esteem Spirituality (Reputation, Materialism, (Faith, Ecstasy, Sacredness) Possessions) Value Types Community Value Creation Area Practice Social Networking: Welcoming Community Engagement: Impression Management Brand Use Description Welcoming new members to the community Emphasising Lending emotion or physical support for brand related issues Governing Articulating behavioural expectations within the community Staking Recognising variance in group membership and emphasising intra-group similarity Documenting Detailing brand relationships in narratives Badging Creating symbols (badges) for individual milestones Milestoning Noting seminal events in brand ownership Evangelising Sharing good news about the brand to non-community members Justifying Deploying rationales for devoting time to the brand community Customising Modifying the brand to suit individual or group-level needs Grooming Caring or systemising optimal use patterns for brand products Commoditising Distancing/approaching and responding to the general market place (Schau, Muñiz, and Arnould 2009) Roles of Community Members Type Description Voice Consumer-member response to Measurement of ‘positive voice’ and decrease organisational performance (both positive and ‘negative voice’ by listening to what management negative) could improve. Loyalty Exits Twist Entry Non-entry Re-entry Management Implications Loyal to the brand/organisation but not necessarily loyal to peripheral products Exiting the brand relationship as customers – but not the community Understand why consumers are loyal, encourage co-creation Understand main concerns that lead to exit and look to alter its behaviour and product/service offering to prevent exit Using consumption symbols not originally Encourage positive twisting and co-creation of intended in the way they used to – or creating culture and use it as a source of innovation. unintended items, such as unofficial flags, negative twisting can be used to understand what symbols etc… drives it and change management behaviour or the product/service offering. New consumers, becoming part of fan tribe Identify what existing fans believe is necessary to increase new fan entry Identify barriers to consumption Don’t consume the brand but enter the community because of emotional bond to the main brand Boycotting the brand but not the community Understand why the boycott occurs and use this for (but will re-enter if reason for boycott is change in management behaviour and/or the removed) product/service offering, to could encourage reentry. Adopted from Healy and McDonagh 2012 Typology of Co-Creation Customer-led Collaborating Firm-led Selection Co-designing Submitting Tinkering Fixed Open Contribution Activity Anti-Consumption • Increasingly powerful ‘anti-consumption’ movements Vendor/ Brand Anti-‘Consumption Rejection of Brand Society’ Hegemony Personal Values Focus of Action Selective Conservation Consumption Conserve Consume Consumption Orientation
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