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Post-Purchase Co-Creation: Consumer Segmentation in Consumer-Driven Collaborative Product Development
Keith Marion Smith, Northeastern University
John Hulland, University of Georgia
Andrew Stephen, University of Oxford
Sharing Control of Marketingwith Customers• Increasing customer influence on
firm marketing efforts
• Customer role in product advertising, brand management,and product purchase (Kozinets et al, 2010; Thompson & Sinha, 2008)
• Facilitated by proliferation of online communities and social media
• Product Co-Creation
• Collaborative product development activity in which customers actively contribute and/or select the content of a new product (O’Hern & Rindfleisch, 2010)
Customer Participation in Product Development• Open source product
development
• Customer selected product choices
• Products defined andcreated primarily bycustomers
• Post-purchase Product Development• Game mods, music remixes, hardware modifications
• Products defined initially by firm – changed through firm/customer interaction
Product Co-CreationCustomer Categories• Numerous motivations associated with product co-creation
have been established• empowerment, self-serving bias, associative self-anchoring
• Suggests different consumers mayengage in product co-creationfor different reasons (Jeppesen & Molin, 2003)
Collaborative ProductCreators
Collaborative ProductConsumers
Core Product Users
CONSUMERS
Consumption
Collaborative Development Customer Categories• Numerous motivations associated with product co-creation
have been established• empowerment, self-serving bias, associative self-anchoring
• Suggests different consumers mayengage in product co-creationfor different reasons (Jeppesen & Molin, 2003)
• Co-CreationCreators
• Co-CreationConsumers
• Core Consumers
CO
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Consumption
Co-Creation Activity
• Interactions within a product co-creation network matters
• Individual connectedness to other developers provides greater access to knowledge (Grewal et al., 2006)
• Group interconnectedness between developers provides greater access to social capital (Singh et al., 2011, Ransbothamet al., 2012)
• Focus has been almost entirelyon pre-release and innovativeness
Consumption
Co-Creation
Activity
Communities
• Participation in brand and consumption communities can influence product success
• product adoption (Gruner et al. 2014; Thompson and Sinha 2008)
• brand loyalty (Adjei et al. 2010)
• product risk (Algesheimer et al. 2010; Zhu et al. 2012)
• consumption (Smith et al. 2013)
• Focus has been on traditional customers not involved in product co-creation
ConsumptionCommunity
Influence
Marketing Influence
• Public relations events, referrals, and price promotions can influence product success (Albuquerque et al. 2012)
• Customers can engage in both creation and consumption ofco-creation
• Focus has been on traditionalcustomers and not considereddifferent types of customersin the product co-creation process Consumption
Marketing Mix
Post-Purchase Co-Creation
• Do customers meaningfully differ in their engagement with post-purchase product co-creation?
• Are these different customer product co-creation categories associated with different levels of consumption?
• How does co-creation engagement, community influences, and marketing mix factors affecteach category’s association withconsumption?
CO
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ConsumptionCommunity
Influence
Marketing Mix
Co-Creation
Activity
Study Context
• Custom online data collection technique
• Captures actual online consumer behavior
• Data collection - Steam
• Every two weeks
• 16 data observations per user (32 weeks)
• 900+ active users of focal game
• Behavior collected from Steam Workshop, Steam community site, and Steam profile pages
Study Context
• Steam Workshop – Torchlight 2
• Profiling Measures• Frequency of Authorship Activity• Frequency of Commenting Activity
• Time-Varying Individual Measures• Focal Consumption• Author Activity• Comment Activity
• Time-varying Community Measures• Creator Community Author Activity• Creator Community Comment
Activity• Consumer Community Comment
Activity
• Marketing Activity Measures• Proportion of Mod Stories in Media• Product Promotions
• Controls• Last Period Focal Consumption• Platform Consumption• Platform Investment• Connections
Categories of Collaborative Product Development?• Do separate categories of collaborative product development
customers actually exist?
• Do customers meaningfully differ in their engagement with post-purchase product co-creation?
• Co-Creation Creators
• Co-Creation Consumers
• Core Consumers
CO
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CO
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MER
S
CO
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EATI
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ON
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ERS
CO
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ConsumptionCommunity
Influence
Marketing Mix
Co-Creation
Activity
Latent Class Cluster Analysis
• Mixture Model to account for different Categories of Product Co-Creation Participation
• Observations aggregatedover 16 observation periods(32 weeks)
• Classification Variables
• Frequency of Authorship Activity
• Frequency of Commenting Activity
Product Co-Creation Categories
# of Classes BIC CAIC
1 -916 -1202
2 -1706 -1989
3 -1762 -2042
4 -1790 -2067
5 -1780 -2054
Community
Creator
Code
Creator
Consumer Core
Frequency of
Authorship Activity
1.589 5.181 .052 .011
Frequency of
Commenting Activity
9.384 1.069 1.508 .142
Cluster Size .008 .014 .069 .910
Community
Creator
Code
Creator
Consumer Core Wald Test
Frequency of
Authorship Activity
1.801 2.996 -1.600 -3.197 329.79***
Frequency of
Commenting Activity
2.049 -.124 .220 -2.145 543.867***
Model Fit (X2) 5621.69*** (df 277)
Model Fit
Model Results
Model Descriptives
Product Co-Creation Category Descriptive Statistics
CO-CREATION CREATORS
CO-CREATIONCONSUMERS
CORE CONSUMERS
Mean Std Dev Mean Std Dev Mean Std Dev
Consumption Focal
Consumption
5.322 10.149 5.926 16.761 0.776 4.781
Platform
Consumption
24.07 35.63 25.20 31.67 27.26 40.60
Platform
Investment
83.70 90.68 90.89 95.20 122.16 147.62
Author Activity Authored Mods 2.383 2.975 0.222 .739 0.060 .297
% Periods with
Mod Activity
29.38% 45.62% .66% 8.12% .04% 1.89%
Comment Activity Comments 0.994 4.084 0.185 1.211 0.002 .084
% Periods with
Comment Activity
25.63% 43.72% 7.58% 26.47% 0.13% 3.59%
Population % of Population 2.08% 6.88% 91.04%
% of Total
Consumption
9.05% 33.27% 57.68%
Panel Regression Analysis
• Panel regression model• Lagged dependent variable (Beck & Katz 2011)
• Panel corrected standard errors
• 16 observation periods (32 weeks)
• Co-Creation Activity – author activity, comment activity
• Creator Community – group author activity, group comment activity
• Consumer Community – group comment activity
• Marketing Actions – mod PR, product promotion
• Controls – lagged consumption, platform consumption, platform investment, connections
Game Consumption – ln(Hours)Creator Consumer Core
Co-Creation Activity Author
Activity
.373***
Comment
Activity
.278* .585***
Creator Community
Activity
Creator Community Author
Activity
.028 .014
Creator Community
Comment Activity
.097*** .012 -.08
Consumer Community
Activity
Consumer Community
Comment Activity
-.021 .014 .008***
Strategic Marketing
Activity
Proportion of Mod Stories
in Media
-.325 -.098 -.075*
Product
Promotion
.440** .079 .092***
Controls Last Period Focal
Consumption
.063*** .035*** .031***
Platform
Consumption
.186*** .007 .021***
Platform
Investment
-.002*** .000 -.00008***
Connections .003*** -.003*** .000
Constant -.449** .345*** .106***
Serial Corelation F Test 116.04*** 113.99*** 218.41***
Model Fit Wald Test 331.04*** 400.86*** 246.45
Sample n 20 66 874
t 16 16 16
R2 .569 .334 .118
Conclusions
• Co-Creation Ecosystem
• Creators provide mods
• Co-Creation Consumers influenced by interaction with mods
• Core Consumers influenced by interaction with Co-Creation Consumers
• Co-Creation Creator
• Proportionally higher consumption
• Consumption driven by their own activity, and by the Creator community
• Product promotions influence consumption despite already owning the product
Conclusions
• Co-Creation Consumer
• Proportionally higher consumption
• Consumption influenced only by their commenting activity
• Core Consumer
• Consumption influenced by Co-Creation Consumer community
• Product promotions and co-creation PR influence consumption despite already owning the product
• Marketing Mix
• Product promotions and PR can influence consumption even following purchase