Categories
Entertainment

Entertainment problem: Co-Creation

++ All booklets now selling at 70% discount and fully available for free through the KDP unlimited circuit. Get them while it lasts!

Tailored content can be provided upon request. Submit your technical specification through the contact form in the About page at https://www.tenproblems.com/about/ and get your quote.

Literature Review: Co-Creation problem for Entertainment

This “Ten Problems for Entertainment in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. gamification,
  2. personalization,
  3. co-creation,
  4. nostalgia,
  5. streaming,
  6. ar/vr apps,
  7. sports,
  8. operations,
  9. costs,
  10. advertising.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.


3 Co-Creation

THE PROBLEM — Co-creation encompasses a broad range of activities, such as proposing ideas for new product or service development or the improvement of existing ones. The global adoption of digital technology allows individuals, businesses and communities to engage, collaborate and communicate synchronously using a variety of digital tools.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — From a marketing perspective, co-creation is posited as a lever to develop products or services able to fulfill needs not met in the market yet. Few have considered the perspective of festival stakeholders towards the co-creation of cultural value. What consumers talk about can be a good proxy for their preferences and hence a predictor of important performance variables such as sales. Producers are defining virtual YouTuber Kizuna AI as an adorable and exotic self- claimed artificial intelligence. The main role of a sports organization in a value co-creation process is to exist as a platform that brings a large group of different stakeholders together. Immersive virtual environments offer users the opportunity of asynchronous contribution without the limitation of geographic location or technical expertise. Instagram reactions driven by inner motivations can reinforce or reshape what brands mean for fans in a so- called co-creating process. The impact of interactivity ease of use and customization interactivity on consumer–brand engagement and its related outcomes is non-significant. Given that the essence of value co-creation is a learning activity for the customer or supplier, the learning phase also encompasses it. The exact notion and nature of co-design within the context of working with people with dementia is unclear.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …


Entertainment
“Ten Problems for Entertainment in the 2020s” booklet for Amazon Kindle, 2020; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds