Procesos de co-creación de valor en la perspectiva del service dominant logic aplicados a la industria del videojuego

Procesos de co-creación de valor en la perspectiva del service dominant logic aplicados a la industria del videojuego PDF Author: Alberto Sánchez Castañón
Publisher:
ISBN:
Category :
Languages : es
Pages : 0

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Book Description
Los artículos publicados por Vargo y Lusch en 2004, 2008 y 2015 donde definen las bases de la perspectiva de mercado denominada Service Dominant Logic (SDL) han propuesto un nuevo paradigma en las interacciones entre empresa y consumidor. Con este trabajo, se investiga el grado de coincidencia entre los axiomas de dicha perspectiva y el mercado de los videojuegos a nivel global, así como se conforma una imagen lo más precisa posible de la precepción de los jugadores acerca de dicha industria a día de hoy, analizando factores como empresas con peor y mejor imagen de marca o elementos mejor valorados por los consumidores en interacciones B2C y C2B, así como definir los perfiles de jugadores más comunes en la industria. Para ello, utilizaremos una metodología basada en la investigación cualitativa, seleccionando 4 empresas relevantes del sector, para las cuales extraeremos comentarios de usuarios en webs de reseñas, seguido de un análisis de sentimiento para dicha información extraída, complementado el resultado con una nube de palabras con clave cromática para cada empresa seleccionada. Para continuar, llevaremos a cabo una dinámica de grupo en la que recogeremos de primera mano opiniones e insights de jugadores activos en la industria, para finalizar contrastando la información obtenida en la web con aquella obtenida de manera propia. Tras esto, relacionaremos las conclusiones formadas en la investigación con los axiomas de la visión de SDL y contrastaremos diferentes perfiles de jugadores con los previamente definidos como más comunes en la contextualización teórica. Para concluir el trabajo, expondremos un caso real en la industria donde suceden varios tipos de relaciones entre agentes B2C, C2C, C2B y B2B. Palabras clave: videojuegos, Service Dominant Logic, SDL, Vargo & Lusch, co-creación de valor, servicios, C2B, C2C, B2C.

Procesos de co-creación de valor en la perspectiva del service dominant logic aplicados a la industria del videojuego

Procesos de co-creación de valor en la perspectiva del service dominant logic aplicados a la industria del videojuego PDF Author: Alberto Sánchez Castañón
Publisher:
ISBN:
Category :
Languages : es
Pages : 0

Get Book Here

Book Description
Los artículos publicados por Vargo y Lusch en 2004, 2008 y 2015 donde definen las bases de la perspectiva de mercado denominada Service Dominant Logic (SDL) han propuesto un nuevo paradigma en las interacciones entre empresa y consumidor. Con este trabajo, se investiga el grado de coincidencia entre los axiomas de dicha perspectiva y el mercado de los videojuegos a nivel global, así como se conforma una imagen lo más precisa posible de la precepción de los jugadores acerca de dicha industria a día de hoy, analizando factores como empresas con peor y mejor imagen de marca o elementos mejor valorados por los consumidores en interacciones B2C y C2B, así como definir los perfiles de jugadores más comunes en la industria. Para ello, utilizaremos una metodología basada en la investigación cualitativa, seleccionando 4 empresas relevantes del sector, para las cuales extraeremos comentarios de usuarios en webs de reseñas, seguido de un análisis de sentimiento para dicha información extraída, complementado el resultado con una nube de palabras con clave cromática para cada empresa seleccionada. Para continuar, llevaremos a cabo una dinámica de grupo en la que recogeremos de primera mano opiniones e insights de jugadores activos en la industria, para finalizar contrastando la información obtenida en la web con aquella obtenida de manera propia. Tras esto, relacionaremos las conclusiones formadas en la investigación con los axiomas de la visión de SDL y contrastaremos diferentes perfiles de jugadores con los previamente definidos como más comunes en la contextualización teórica. Para concluir el trabajo, expondremos un caso real en la industria donde suceden varios tipos de relaciones entre agentes B2C, C2C, C2B y B2B. Palabras clave: videojuegos, Service Dominant Logic, SDL, Vargo & Lusch, co-creación de valor, servicios, C2B, C2C, B2C.

Co-Creation, Innovation and New Service Development

Co-Creation, Innovation and New Service Development PDF Author: Jedrzej Czarnota
Publisher: Routledge
ISBN: 1351795414
Category : Business & Economics
Languages : en
Pages : 359

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Book Description
Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers’ involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms – seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm’s perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management.

Handbook of Computer Game Studies

Handbook of Computer Game Studies PDF Author: Joost Raessens
Publisher: MIT Press
ISBN: 0262516586
Category : Computers
Languages : en
Pages : 471

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Book Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Comparative Perspectives on the Archaeology of Coastal South America

Comparative Perspectives on the Archaeology of Coastal South America PDF Author: Robyn E. Cutright
Publisher: Center for Comparative Arch
ISBN: 1877812889
Category : Social Science
Languages : es
Pages : 270

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Book Description
Thirteen papers by archaeologists from North and South America on the archaeology of coastal Ecuador, Peru, and Chile. The authors have all emphasized comparative approaches to prehispanic societies along the Pacific coast. They give preference neither to high theory nor to case-specific empirical details, but rather attempt to answer theoretically important research questions with appropriate methodologies and empirical datasets--ones that are amenable to a broad comparative view.

Glitch Art in Theory and Practice

Glitch Art in Theory and Practice PDF Author: Michael Betancourt
Publisher: Taylor & Francis
ISBN: 1315414805
Category : Art
Languages : en
Pages : 150

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Book Description
Chapter Introduction -- chapter 1 Origins of “Glitch” in The Stoppage -- chapter 2 The Heritage of Materialist Media -- chapter 3 Digital Mis function and Materialist Approaches -- chapter 4 Critical Engagements with Failure.

Employment in Metropolitan Areas

Employment in Metropolitan Areas PDF Author: United States. Bureau of Labor Statistics
Publisher:
ISBN:
Category : Labor supply
Languages : en
Pages : 126

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Book Description


Lukurmata

Lukurmata PDF Author: Marc Bermann
Publisher: Princeton University Press
ISBN: 1400863848
Category : Social Science
Languages : en
Pages : 326

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Book Description
Household archaeology, together with community and regional settlement information, forms the basis for a unique local perspective of Andean prehistory in this study of the evolution of the site of Lukurmata, a pre-Columbian community in highland Bolivia. First established nearly two thousand years ago, Lukurmata grew to be a major ceremonial center in the Tiwanaku state, a polity that dominated the south-central Andes from a.d. 400 to 1200. After the Tiwanaku state collapsed, Lukurmata rapidly declined, becoming once again a small village. In his analysis of a 1300-year-long sequence of house remains at Lukurmata, Marc Bermann traces patterns and changes in the organization of domestic life, household ritual, ties to other communities, and mortuary activities, as well as household adaptations to overarching political and economic trends. Prehistorians have long studied the processes of Andean state formation, expansion, and decline at the regional level, notes Bermann. But only now are we beginning to understand how these changes affected the lives of the residents at individual settlements. Presenting a "view from below" of Andean prehistory based on a remarkably extensive data set, Lukurmata is a rare case study of how prehispanic polities can be understood in new ways if prehistorians integrate the different lines of evidence available to them. Originally published in 1994. The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These editions preserve the original texts of these important books while presenting them in durable paperback and hardcover editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.

A Frequency Dictionary of Spanish

A Frequency Dictionary of Spanish PDF Author: Mark Davies
Publisher: Routledge
ISBN: 1134874537
Category : Foreign Language Study
Languages : en
Pages : 1457

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Book Description
A Frequency Dictionary of Spanish has been fully revised and updated, including over 500 new entries, making it an invaluable resource for students of Spanish. Based on a new web-based corpus containing more than 2 billion words collected from 21 Spanish-speaking countries, the second edition of A Frequency Dictionary of Spanish provides the most expansive and up-to-date guidelines on Spanish vocabulary. Each entry is accompanied with an illustrative example and full English translation. The Dictionary provides a rich resource for language teaching and curriculum design, while a separate CD version provides the full text in a tab-delimited format ideally suited for use by corpus and computational linguistics. With entries arranged both by frequency and alphabetically, A Frequency Dictionary of Spanish enables students of all levels to get the most out of their study of vocabulary in an engaging and efficient way.

Consumer Math

Consumer Math PDF Author: Alpha Omega Publications
Publisher:
ISBN: 9780740303463
Category : Consumer education
Languages : en
Pages :

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Book Description


Liquefaction Problems in Geotechnical Engineering

Liquefaction Problems in Geotechnical Engineering PDF Author:
Publisher:
ISBN:
Category : Shear strength of soils
Languages : en
Pages : 388

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Book Description