VARIOUS MODEL SPECIFICATIONS FOR CONCEPTUALIZING CUSTOMER ENGAGEMENT ON FACEBOOK FAN PAGES: A CASE STUDY FROM THE DINING INDUSTRY

2018 ◽  
Vol 2018 ◽  
pp. 1069-1069
Author(s):  
Chaang-Iuan Ho ◽  
◽  
Ying-Hsiao Lai ◽  
Li Wei Liu
2021 ◽  
pp. 11-26
Author(s):  
Robert Romanowski ◽  
Magdalena Wieja

Business model is the way in which an organization develops relationships with their market environment and converts products into cashflow. The chapter focuses on business model as a type of economic innovation. This chapter provides a case study on CD Projekt Red company, the publisher of the Witcher games series. The case of the game covers three types of innovations, i.e., business model, product performance and customer engagement, and is an example of multidimensional innovation process. The case is related to both innovation types: business models and customer experience ones. The aim of this chapter is to diagnose business model innovations on the basis of The Witcher 3: Wild Hunt game created by CD Projekt Red.


2018 ◽  
Vol 4 (2) ◽  
pp. 243-254 ◽  
Author(s):  
Cristina Caterina Amitrano ◽  
Roberta Gargiulo ◽  
Francesco Bifulco

The impacts of digital technologies are gaining increasing attention in the service literature, and a growing number of cultural organizations are using online websites and social media to interact with their actual and potential customers. However, the contributions developed by service marketing scholars show little interest in examining the role of underlying technologies in a particular service experience context, namely, the cultural heritage context and the corresponding visiting experience. Therefore, the purpose of this research is to analyse how digital technologies, especially social media, can help cultural organizations stimulate customer engagement. To reach this aim, we conducted a single exploratory case study of a communication project developed by the National Archaeological Museum of Naples (MANN) to attract their actual and potential Italian and foreign visitors. The achieved results allow for us to show how digital communication tools can stimulate customer engagement in a cultural heritage context.


Author(s):  
Judith Segal ◽  
Chris Morris

When software supports the complex and poorly understood application domain of cutting-edge science, effective engagement between its users/customers and developers is crucial. Drawing on recent literature, the authors examine barriers to such engagement. Significant among these barriers is the effects of the experience that many research scientists have of local scientific end-user development. Through a case study, the authors demonstrate that involving such scientists in a team developing software for a widely distributed group of scientists can have a positive impact on establishing requirements and promoting adoption of the software. However, barriers to effective engagement exist, which scientific end-user developers can do little to address. Such barriers stem from the essential nature of scientific practice.


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