Effects of Social Interaction on Games and Society

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Description
Technology both stimulates and is simultaneously stimulated by people and society. As a classic example, games have shaped and have been shaped by people's preferences. Today, online computer games are roaming everywhere, attracting and connecting players all over the world.

Technology both stimulates and is simultaneously stimulated by people and society. As a classic example, games have shaped and have been shaped by people's preferences. Today, online computer games are roaming everywhere, attracting and connecting players all over the world. However, at the same time, a lesser form of technology has emerged alongside of online computer games. It is known as trading card games (TCGs). Surprisingly, TCGs have been able to compete on same level as online computer games. Looking at my past experiences, I offered a theory that encompasses three forms of social interactions to explain for TCGs' success. The three types of interactions are: interaction of identities, interaction of interests, and interaction of influences. Interaction of identities is the constant interchange of player information and knowledge through different mediums. Interaction of interests involves the exchange and quality of the tangible and intangible. Interaction of influences deals with the fluid flow of communication and ideas that players use to change an outcome, however consciously or unconsciously done. Not one of these three factors of interactions act along; each is a part of a grand picture of interaction of interactions. Altogether, these factors explain, at least in part, the current popularity of trading card games as a relatively simple technology in a society with a plethora of technologically advanced entertainments and games such as virtual computer gaming. A web-based survey was devised to further examine the effects of the three forms of interactions have on online computer game and trading card game players. The results were consistent with the premises of the three-factor interaction theory.
Date Created
2016-05
Agent

Customer participation in service conversations: an investigation of the dynamics of service context

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Description
In this research, I focus on service conversations in professional services. For most Business-to-Business or Business-to-Consumer professional services, the service conversation is an important part of the service experience and is critical to solutions co-creation as well as customer satisfaction.

In this research, I focus on service conversations in professional services. For most Business-to-Business or Business-to-Consumer professional services, the service conversation is an important part of the service experience and is critical to solutions co-creation as well as customer satisfaction. In this research, I examine service conversation sequences at the micro-level and explore two important research questions: (1) how do I explain the dynamics of moment-by-moment Customer Participation in Service Conversations (CPSC)? and (2) how do the temporal and process dynamics of CPSC relate to customer satisfaction and solution compliance? From a dynamic context perspective, I develop a conceptual framework that explains the co-existence of stable and dynamic customer participation behavior in a service conversation. I conduct a series of lab experiments and an observation study of online conversations between 173 customers and 52 doctors to empirically validate the conceptual framework. This research demonstrates that at any given moment, customers manage their information sharing and interaction control based on their mental representation of the context complexity. Although the context-behavior relationships are stable, the service conversation context is dynamic. The service provider's behavior can constantly change and introduce new context cues. When the context changes so does the CPSC behavior. Finally, this research shows that to improve customer satisfaction, customer perceived service quality, and customer solution compliance, service providers should focus on helping customers reduce their perceived context complexity as early as possible, by providing information and educating customers. This research makes important theoretical and managerial contributions. Theoretically, it defines and develops measures of service context complexity in terms of its psychological features. It develops a conceptual framework to explain the temporal dynamics of CPSC on multi-dimensions. Empirically, this research adopts a phase-based sequence analysis approach and uses a negative bi-nominal model to examine the temporal process effect of the service conversation on service outcomes. Managerially, the research findings provide firms important and actionable guidelines to manage conversation-based professional services.
Date Created
2013
Agent

When do we want to work and play?: the influence of hedonic and utilitarian capabilities on the evaluation of convergent goods and services

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Description
Convergent products are products that offer multiple capabilities from different product categories. For example, a smartphone acts as an internet browser, personal assistant, and telephone. Marketers are constantly considering the value of adding new functionalities to these convergent products. This

Convergent products are products that offer multiple capabilities from different product categories. For example, a smartphone acts as an internet browser, personal assistant, and telephone. Marketers are constantly considering the value of adding new functionalities to these convergent products. This work examines convergent products in terms of the hedonic and utilitarian value they provide along with whether the addition is related to the base product, revealing complex and nuanced interactions. This work contributes to marketing theory by advancing knowledge in the convergent products and product design literatures, specifically by showing how hedonic and utilitarian value and addition relatedness interact to impact the evaluation of convergent goods and services. Looking at a greater complexity of convergent product types also helps to resolve prior conflicting findings in the convergent products and hedonic and utilitarian value literatures. Additionally, this work examines the role of justification in convergent products, showing how different additions can help consumers to justify the evaluation of a convergent product. A three-item measure for justification was developed for this research, and can be used by future researchers to better understand the effects of justification in consumption. This work is also the first to explicitly compare effects between convergent goods and convergent services. Across two experiments, it is found that these two products types (convergent goods versus convergent services) are evaluated differently. For convergent goods, consumers evaluate additions based on anticipated practicality/productivity and on how easily they are justified. For convergent services, consumers evaluate additions based on perceptions of performance risk associated with the convergent service, which stems from the intangibility of these services. The insights gleaned from the research allow specific recommendations to be made to managers regarding convergent offerings. This research also examines the applicability of hedonic and utilitarian value to a special type of advertising appeal: reward appeals. Reward appeals are appeals that focus on peripheral benefits from purchasing or using a product, such as time or money savings, and make suggestions on how to use these savings. This work examines potential interactions between reward appeals and other common advertising elements: social norms information and role clarity messaging.
Date Created
2012
Agent