Virtual reality (VR) technology is predicted to become indispensable in the business world, as it fundamentally reimagines the ways in which firms interact with customers. This technology has sparked a VR ecosystem, with multiple types of firms and other stakeholders interacting to create value. Firms need to define their roles in this ecosystem in order to capitalize on the opportunities and address the challenges they face when navigating its complexities. This article develops a VR value chain that illustrates how the use of VR technologies adds value to key stakeholders. It also provides an understanding of the current state of the VR ecosystem and serves as a source for strategic managerial decision making and future VR research.
In a global marketplace, customers are often unaware of the exact sources of the products they purchase and consume. To address this lack of awareness, blockchain technology can be implemented in supply chains to increase customers' knowledge of products' provenance. Provenance knowledge-information about products' origin, production, modifications, and custody-enables customers to be assured of their purchasing decisions. This assurance comes from information on the origin, authenticity, custody, and integrity of the product that helps reduce risk perceptions. We develop a provenance knowledge framework and show how its application can enhance assurances and reduce perceived risks via the application of blockchain. We present a guide on how to implement blockchain to establish provenance knowledge and close with a kind warning on the importance of demonstrating the value of blockchain to customers.
Managers are frequently tasked with increasing the engagement levels of key stakeholders, such as customers and employees. Gamification--defined as the application of game design principles to change behavior in non-gaming contexts--is a tool that, if crafted and implemented properly, can increase engagement. In this article we discuss how gamification can aid customer and employee engagement, and delineate between four different types of customers and employees who act as 'players' in gamified experiences. We include illustrative examples of gamification and conclude by presenting five lessons for managers who wish to utilize gamification.
As surveillance technology advances and becomes more data rich and less intrusive and costly, brands collect vast quantities of customer data in order to gain customer insights to remain competitive. Brands conduct customer surveillance often without considering the consequences on customer relationships. Because of customer surveillance activities, customers may also experience privacy intrusions and turn to customer secrecy strategies that hide or disguise their data. To reduce this reaction, we propose a set of surveillance prompts to structure market intelligence databases to increase the efficiency of, and thus reduce the quantity of, customer surveillance activities while increasing data integrity and the potential value of customer insights. By discussing the need for brands to collect business and market intelligence, as well as detailing five types of customer data resources, we lay the groundwork for selecting potential customer data resources that best fit a brand's customer insight needs. We conclude with a discussion of two important considerations of a brand's customer surveillance strategy.
There is growing interest in how gamification--defined as the application of game design principles in non-gaming contexts--can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles--mechanics, dynamics, and emotions (MDE)--to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.
The 21st century has brought both opportunities and challenges in our global, boundary-less world. Importantly, managers face a dynamic and interconnected international environment. As such, 21st century managers need to consider the many opportunities and threats that Web 2.0, social media, and creative consumers present and the resulting respective shifts in loci of activity, power, and value. To help managers understand this new dispensation, we propose five axioms: (1) social media are always a function of the technology, culture, and government of a particular country or context; (2) local events rarely remain local; (3) global events are likely to be (re)interpreted locally; (4) creative consumers' actions and creations are also dependent on technology, culture, and government; and (5) technology is historically dependent. At the heart of these axioms is the managerial recommendation to continually stay up to date on technology, customers, and social media. To implement this managerial recommendation, marketers must truly engage customers, embrace technology, limit the power of bureaucracy, train and invest in their employees, and inform senior management about the opportunities of social media.
A key concept underlying competitive strategy is that of WTP, representing the consumer's 'willingness to pay' a premium price for goods or services. Through branding and other efforts, companies strive to push their message out and create a high willingness to pay, whereby consumers feel there are few or no substitutes for what these companies are selling. Social media, however, are making push-based marketing anachronistic. Users of social media typically eschew professional communications forced on them by faceless and impersonal organizations, in favor of more personal conversations. These individuals seek greater engagement with their preferred brands, and involvement-with or without the company's approval-in creating brand personalities. Their affinity for these preferred brands might well auger the dawn of a new WTP: willingness to participate. This article presents a model of consumer engagement through social media, and argues for re-conceptualizing WTP by utilizing a series of examples which show how companies that engage consumers via social media (e.g., Facebook, Twitter, YouTube) stand to reap the benefits of long-term competitive advantages.