Now showing items 1-10 of 29
Internet of Things: understanding trust in techno-service systems
The characteristics of the Internet of Things (IoT) are such that traditional models of trust developed within interpersonal, organisational, virtual and Information Systems (IS) contexts may be inappropriate for use within ...
Trust and its predictors within a cyber-physical system context
This research aims to provide empirically derived insights into trust and its predictors within a cyber-physical system context of a household service. The methodology comprises an innovative mixed methods design encompassing ...
Infiltrating an eTribe: Marketing to the Machinima [computerised games] community.
(Westburn Publishers Ltd, 2009)
Whilst recent literature on social networking theory has tended to concentrate on ‘brand communities’ (e.g. Cova et al., 2007) and off-line tribal behaviour (e.g. Moutinho et al., 2007), there is relatively sparse literature ...
It’s mine: Participation and ownership within virtual value co-creation enviornments.
Interpretations of value and the processes of value creation are rapidly evolving from product and firm centric perspectives to personalised consumer experiences. However, whilst much of the literature in this area advocates ...
Robot relationships within communal/exchange service contexts: working paper
(Australia-New Zealand Marketing Academy Conference, 2017-12-04)
Emergent technologies are rapidly transforming the nature of services and service experiences. One particular area predicted to have a significant impact on these is the integration of robots into service systems. However, ...
Cyborgian encounters in relationship marketing contexts
(International Colloquium on Relationship Marketing, 2017-09-12)
The paper discusses the theoretical development and concepts that may apply to a new class of human-robot relationship for marketing contexts. The presentation will discuss the preliminary findings into how firms/brands ...
Value transformation in the lets play gaming sub-culture
Let’s play is a globally significant phenomenon in creative online content generation that has evolved from gaming culture. Little is understood about the behavior and motivations of community participants to generate ...
Co-creation and ambiguous ownership within virtual communities: The case of the Machinima community
(John Wiley & Sons, 2014)