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Co‐creating unique value with customers
Abstract
The traditional system of company‐centric value creation (that has served us so well over the past 100 years) is becoming obsolete. Leaders now need a new frame of reference for value creation. In the emergent economy, competition will center on personalized co‐creation experiences, resulting in value that is truly unique to each individual. The authors see a new frontier in value creation emerging, replete with fresh opportunities. In this new frontier the role of the consumer has changed from isolated to connected, from unaware to informed, from passive to active. As a result, companies can no longer act autonomously, designing products, developing production processes, crafting marketing messages, and controlling sales channels with little or no interference from consumers. Armed with new tools and dissatisfied with available choices, consumers want to interact with firms and thereby co‐create value. The use of interaction as a basis for co‐creation is at the crux of our emerging reality. The co‐creation experience of the consumer becomes the very basis of value. The authors offer a DART model for managing co‐creation of value processes.
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“More recently, cocreation is viewed as an appropriate customer-centric mechanism for health care organizations in which value is created with customers rather than for customers [7,8].”
From Improving the Theoretical Understanding Toward Patient-Driven Health Care Innovation Through Online Value Cocreation: Systematic Review (2020) · cites this paper as [7]
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InfluentialBrand co-creation in multichannel media environments: a narrative approach
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“In the marketing science literature, the notion of value co-creation seems to be mainly focusing on the customer’s value [11], although the emergence of complex value constellations in modern servicebased economy is also acknowledged, as shown for example in the IKEA case discussed in the seminal paper by Normann and…”
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“One customer revealed in an interview that I don’t know any other stakeholders (of L&T) Thus, there were reasons to examine ways of enabling the stakeholders’ co-creation as suggested by Prahalad and Ramaswamy (2004a, 2004b, 2004c) and Ramaswamy and Gouillart (2010).”
BackgroundInfluentialvan Kasteren, Y., Freyne, J., & Hussain, M. S. (2018) · Journal of Medical Internet Research · doi:10.2196/jmir.7541 · Cited by 23
“The way in which interactions are managed can facilitate (or destroy) consumer value [21-24].”
BackgroundACT 2.0: the next generation of assistive consumer technology research
Murray, K. B., Liang, J., & Häubl, G. (2010) · Internet Research · doi:10.1108/10662241011050696 · Cited by 26
“, 1999) and opportunities for co-creation (Prahalad and Ramaswamy, 2004) tend to substantially enhance the trust that consumers are willing to place in technology, it would seem that the basic design characteristics of ACTs are conducive to building trust.”
BackgroundPeña, M. L. M., Magro, C. G., & López, J. M. S. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2177823 · Cited by 30
“Co-creation entails allowing users to co-create their own experience as well as welcoming their input in the design of solutions (Prahalad and Ramaswamy 2004b; Patrício et al. 2020).”
BackgroundGallarza, M. G., Saura, I. G., & Moreno, F. (2023) · European Journal of Tourism Research · doi:10.54055/ejtr.v35i.3104 · Cited by 23
Pera, R., & Ferrulli, E. (2023) · Business Strategy and the Environment · doi:10.1002/bse.3616 · Cited by 23
“Value-in-use portrays value as interactively created through consumers' usage (Prahalad & Ramaswamy, 2004), focusing on the actual consumption experience.”
Indriastuti, H. (2019) · Humanities & Social Sciences Reviews · doi:10.18510/hssr.2019.7328 · Cited by 23
Network-based innovation: the case for mobile gaming and digital music
Soeiro, F. C., dos Santos, M. O. V., & Alves, J. M. (2016) · European Business Review · doi:10.1108/ebr-07-2015-0072 · Cited by 23
“Focusing on massively multiplayer online role-playing games (MMORPG), Yee (2007) pointed out that from a social interaction perspective players use games for different purposes to satisfy different motivations.”
Creating Value for the Consumer Through Marketing Communication Tools
Kovanovienė, V., Romeika, G., & Baumung, W. (2021) · Journal of Competitiveness · doi:10.7441/joc.2021.01.04 · Cited by 24
A new era of the music industry? Blockchain and value co-creation: the Bitsong case study
Centorrino, G., Naciti, V., & Rupo, D. (2022) · European Journal of Innovation Management · doi:10.1108/ejim-07-2022-0362 · Cited by 24
Metadata
- Authors
- Prahalad, C. K., & Ramaswamy, V.
- Affiliations
- University of Michigan (US)
- Venue
- Strategy & Leadership
- Publisher
- Emerald
- Published
- 2004-06
- Volume
- 32
- Issue
- 3
- Pages
- 4-9
- ISSN
- 0094-064X (ISSN-L)
- 1087-8572
- OpenAlex
- W2046500054
- Cited by
- 2,463
- References
- 0
- Citations by year
- 2026: 131 · 2025: 166 · 2024: 167 · 2023: 149 · 2022: 165 · 2021: 160 · 2020: 130 · 2019: 167 · 2018: 159 · 2017: 144 · 2016: 153 · 2015: 138 · 2014: 148 · 2013: 139 · 2012: 92
- FWCI
- 38.45
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Strategy and Leadership (publishedVersion)
- Topics
- Social Sciences › Business, Management and Accounting › Marketing › Service and Product Innovation
- Social Sciences › Business, Management and Accounting › Strategy and Management › Business Strategies and Innovation
- Social Sciences › Business, Management and Accounting › Strategy and Management › Innovation and Knowledge Management
- Keywords
- value co-creation, customer co-creation, consumer interaction, consumer empowerment, DART model, value creation, emerging economy, customer experience
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