Location
Online
Event Website
https://hicss.hawaii.edu/
Start Date
4-1-2021 12:00 AM
End Date
9-1-2021 12:00 AM
Description
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-depth laddering interviews conducted with active Pokémon GO gamers in Finland. Our study contributes to the IS and service research literature by demonstrating how user values may be operationalized to measure and understand value co- creation and co-destruction from service users’ perspective, supporting value-based design and development of digital services.
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games
Online
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-depth laddering interviews conducted with active Pokémon GO gamers in Finland. Our study contributes to the IS and service research literature by demonstrating how user values may be operationalized to measure and understand value co- creation and co-destruction from service users’ perspective, supporting value-based design and development of digital services.
https://aisel.aisnet.org/hicss-54/da/digital_services/3