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UNIVERSITEIT GENT
FACULTEIT ECONOMIE EN BEDRIJFSKUNDE
ACADEMIEJAAR 2010 – 2011
Customer Co-creation
&
Customer Experience Management
Masterproef voorgedragen tot het bekomen van de graad van
Master in de Toegepaste Economische Wetenschappen
Lorenzo Van Doorslaer
onder leiding van
Prof. dr. Patrick Van Kenhove
en Prof. dr. Deva Rangarajan
UNIVERSITEIT GENT
FACULTEIT ECONOMIE EN BEDRIJFSKUNDE
ACADEMIEJAAR 2010 – 2011
Customer Co-creation
&
Customer Experience Management
Masterproef voorgedragen tot het bekomen van de graad van
Master in de Toegepaste Economische Wetenschappen
Lorenzo Van Doorslaer
onder leiding van
Prof. dr. Patrick Van Kenhove
en Prof. dr. Deva Rangarajan
I
PERMISSION
Undersigned declares that the content of this master thesis may be made public and/or
reproduced, with acknowledgement.
Ondergetekende verklaart dat de inhoud van deze masterproef mag geraadpleegd worden
en/of gereproduceerd worden, mits bronvermelding.
Lorenzo Van Doorslaer
II
Preface
I have written this thesis to complete my studies in Applied Economics, specialization
Marketing, at Ghent University. I would like to thank all the people that supported me during
my entire education and helped me, both directly and indirectly, to accomplish this master
dissertation.
First of all, I wish to thank my promoter Partick Van Kenhove and co-promoter Deva
Rangarajan for giving me the opportunity to write my master thesis about co-creation, for the
positive feedback and advice during the realization of this paper. They also provided useful
information concerning authors (Prahalad & Ramaswamy, Vargo & Lusch…) and recent
literature about CC to get a better insight in the topic.
As doctoral student in CC, I am grateful to Katrien Verleye for giving me her ideas about co-
creation and information concerning the set-up of the experiment.
I also would like to thank assistant Hendrik Slabbick who was willing to answer my questions
about the data analysis.
I thank Ann De Boeck for correcting spelling and grammar errors.
A word of thanks to all the people that participated in the experiment. Without their voluntary
time and efforts, I could not have finished this paper.
Finally, I would like to thank my girlfriend, Jolien De Baerdemaeker, and my friends and
parents, who encouraged me during this last phase of my studies.
With utmost sincerity,
Lorenzo Van Doorslaer
May 24th, 2011
III
Table of contents
PERMISSION ......................................................................................................................... I
Preface .................................................................................................................................. II
Table of contents ...................................................................................................................III
List of abbreviations .............................................................................................................. V
List of figures ........................................................................................................................ VI
List of tables ........................................................................................................................ VII
Nederlandstalige samenvatting .......................................................................................... VIII
Abstract ................................................................................................................................. 1
Introduction ........................................................................................................................... 2
Part I: Literature review ......................................................................................................... 4
1. Customer Experience ........................................................................................................ 4
1.1 Definitions and concepts ......................................................................................... 4
1.2 Meaningful experiences .......................................................................................... 8
1.3 Evolution of the Experience Economy ..................................................................... 9
1.4 Relevance of experiences ......................................................................................11
2. Co-creation .......................................................................................................................14
2.1 Definitions and concepts ...........................................................................................15
2.2 Relevance from customer‟s perspective ...................................................................18
2.2.1 The changing role of the customer .........................................................................19
2.2.2 From GDL to SDL ..................................................................................................21
2.3 Building blocks of CC: the DART model ....................................................................22
2.4 Customer motives/benefits for CC/CP ......................................................................24
2.5 Cost-benefit analysis ................................................................................................28
2.6 Where and with whom does CC occur in the value chain? ........................................30
Part II: Empirical study ..........................................................................................................33
3. Purpose of the study .........................................................................................................33
3.1 Management question .............................................................................................33
3.2 Research questions .................................................................................................33
3.3 Investigative questions ............................................................................................34
3.4 Measurement questions...........................................................................................37
4. Data analysis ....................................................................................................................38
4.1 Sample & procedure ..............................................................................................38
4.2 Results ..................................................................................................................40
IV
4.3 Partial conclusions experiment - discussion ...........................................................49
4.4 Post hoc analysis ...................................................................................................52
4.5 Partial conclusions post hoc analysis - discussion .................................................54
4.6 General conclusion ................................................................................................55
5. Limitations and further research .......................................................................................57
5.1 Limitations of the research .....................................................................................57
5.2 Directions for further research and managerial implications ...................................58
References .......................................................................................................................... XII
Figures ............................................................................................................................... XIX
Appendices ..................................................................................................................... XXIX
V
List of abbreviations
B2C: Business-to-Consumer
CC: co-creation / co-creatie
CE: customer experience
CEM: Customer experience Management
CP: co-production
CRM: Customer Relationship Management
EE: experience economy / ervaringseconomie
GDL: goods-dominant logic
NPD: new product development
SDL: service-dominant logic
SST: self-serving technology
WTP: willingness to pay
VI
List of figures
Figure 1: The process of experiencing………………………………………………………...XIX
Figure 2: Motives of people. .............................................................................................. XX
Figure 3: Actors in the creation of a meaningful experience. ............................................. XXI
Figure 4: Progression of economic value. ......................................................................... XXI
Figure 5: The coffee progression. .................................................................................... XXII
Figure 6: CC matrix. ........................................................................................................ XXII
Figure 7: GDL versus SDL on value creation. ................................................................. XXIII
Figure 8: Building blocks of the DART model combined. ................................................ XXIII
Figure 9: Motive categories for engaging in virtual CC projects. .................................... XXIV
Figure 10: Proposed impact of personal characteristics on consumer motives. ................ XXV
Figure 11:Relationship between types of adopters classified by innovativeness and their
location on the adoption curve. ......................................................................................... XXV
Figure 12: Classification of experimental designs. ........................................................... XXVI
Figure 13: Interaction effect degree of CC and technology on customer enjoyment. ....... XXVI
Figure 14: Interaction effect degree of CC and technology on cognitive effort and ability.
....................................................................................................................................... XXVII
Figure 15: Interaction effect degree of CC and technology on WTP Garment. ................ XXVII
Figure 16: Types of motivation and regulation within SDT ............................................. XXVIII
VII
List of tables
Table 1: Hypothesis H1a……………………………………………………………………………33
Table 2: Hypothesis H2a…………………………………………………………………………....33
Table 3: Hypothesis H2b……………………………………………………………………………33
Table 4: Hypothesis H3a……………………………………………………………………………34
Table 5: Hypothesis H3b……………………………………………………………...…………….34
Table 6: Hypotheses H1c / H1d…………………………………………………...……………….34
Table 7: Hypotheses H1e / H1f…………………………………………………………………….35
Table 8: Hypotheses H2d / H2e…………………………………………………………...……….35
Table 9: Hypotheses H2f / H2g…………………………………………………….………………35
Table 10: Hypotheses H3d / H3e…………………………………………….……………………36
Table 11: Hypotheses H3f / H3g…………………………………………….…………………….36
Table 12: Set up experiment………………………………………………………………….……37
Table 13: N-values per condition in the experiment…….………………………………………37
Table 14: Summary variables experiment………………………………………………………..38
Table 15: Cronbach alpha interval scaled items………………………………………………….41
Table 16: Output dependent variable „enjoyment‟……………………………………………….42
Table 17: Output dependent variable „cognitive effort and ability‟…………………………..…44
Table 18: Output dependent variable „WTP garment‟………………………………………..….45
Table 19: Output dependent variable „WTP computer‟………………………………………....47
Table 20: Output dependent variable „WTP ball pen‟………………………………..…………..47
Table 21: Output dependent variable „WTP car‟………………………………..………………..48
Table 22: Output moderating variable: High product involvement garment…………………..51
Table 23: Output moderating variable: High product involvement computer………………….51
Table 24: Output moderating variable: High product involvement ball pen…………...………52
Table 25: Output moderating variable: High product involvement car………………….……..52
Table 26: Means WTP all respondents versus high product involved respondents…………53
Table 27: Means Enjoyment all respondents versus high product involved respondents…...53
VIII
Nederlandstalige samenvatting
Geïnspireerd door de actuele relevantie van het concept CC en zijn toekomstige belang,
startte ik deze thesis om mijn studies in Toegepaste Economische Wetenschappen te
beëindigen. CC pioniers Prahalad en Ramaswamy voorzien in hun boek De toekomst van de
competitie: unieke waarde co-creëren met klanten nieuwe opportuniteiten om waarde te
creëren. In een zeer recent boek (2010) over CC, De kracht van CC, beschrijft coauteur
Gouillart de theorie van CC als een proces waarbij waarde gecreëerd wordt tussen een
bedrijf en een heel scala aan andere mensen gaande van klanten, tot werknemers, partners
en zelfs leveranciers. Vandaag is iedereen is betrokken bij de waarde creërende processen.
CC wordt in deze thesis beperkt tot de klantenzijde omwille van interesse en meer
inlevingsvermogen.
Onderdeel 1 van de literatuurstudie gaat over klantenervaring (customer experience). Dit
concept kan beschreven worden als een voort vloeiing uit een reeks van interacties tussen
een klant en een product, een bedrijf, of een deel van haar organisatie. Deze ervaring is
strikt persoonlijk en impliceert de betrokkenheid van de klant op verschillende niveaus
(rationeel, emotioneel, zintuiglijk, lichamelijk en geestelijk). De evaluatie van de
klantenervaring is afhankelijk van de vergelijking tussen de verwachtingen van de klanten en
de prikkels die voortvloeien uit de interactie-momenten met het bedrijf. Doorheen de jaren
werd klantenervaring gezien als een multidimensionale structuur bestaande uit verschillende
componenten. Gentile et al. (2007) stellen op basis van de bestaande literatuur zes
dimensies zijn van klantenervaring voor: zintuiglijke, cognitieve, emotionele, pragmatische,
levensstijl- en relatiecomponent. Boswijk, Thijssen en Peelen (2007) beschrijven
klantenervaring als een proces - zintuigelijke perceptie, emotie, ervaring, betekenisvolle
belevenis en tot slot betekenis geven - in plaats van bestaande uit verschillende
componenten. Er wordt dieper ingegaan op het concept van de betekenisvolle belevenis
daar er een behoefte is om een persoonlijke interactie te hebben met het bedrijf die een
waarde propositie vooropstelt die betekenisvol en specifiek is voor de klant.
Vervolgens wordt de evolutie in de EE van eerste tot derde generatie besproken. Midden de
jaren 90 rees een ervaringsgerichte benadering van het concept klantenervaring waarbij de
rol van emoties, klanten als voelers, denkers en doeners en de nood aan plezier opnieuw
overwogen werden. Pine & Gilmore zijn voorbeelden van vertegenwoordigers van de eerste
generatie van de EE. Zij stellen dat de ervaring van de klant de nieuwe bron van
waardecreatie is. In de tweede generatie van de EE zijn ervaringen als memorabele
IX
geënsceneerde evenementen volgens Pine en Gilmore niet langer beschouwd als primaire
bron van waardecreatie. Het is het in staat stellen om alle momenten in de relatie tussen het
bedrijf en de klant te beleven op een uitstekende manier, boven zijn verwachtingen, dat het
meeste bijdraagt tot waardecreatie. Prahalad en Ramaswamy verwoorden het als de CC van
unieke ervaringen met het bedrijf. De derde generatie van de EE gaat nog een stap verder
waarbij een individu zijn eigen betekenisvolle belevenis creëert en richting geeft zonder
tussenkomst van het bedrijf. Dit wordt communicatieve zelf-directie genoemd. In de laatste
sectie van deel 1 wordt de relevantie van ervaringen besproken door de evolutie van de
inhoud van economische waarde te bespreken gaande van grondstoffen, goederen, services
tot de huidige ervaring van de klant.
Onderdeel 2 van de literatuurstudie gaat over CC. De link naar dit concept werd gelegd in
deel 1. Eerst wordt de lezer opgewarmd met enkele voorbeelden (Threadless, LEGO en
ReDesignMe) over hoe bedrijven vandaag CC toepassen. Net zoals in onderdeel 1 gaan we
van start met een overzicht van de inhoud van het begrip doorheen de jaren. Prahalad en
Ramaswamy beschrijven CC als de gezamenlijke creatie van waarde door het bedrijf en de
klant. Het is de creatie van een ervaringsomgeving waarin klanten kunnen beschikken over
een actieve dialoog en mee de gepersonaliseerde ervaring opbouwen. Het product kan
hetzelfde zijn (bv. LEGO) maar elke ervaring is uniek. Het betekent niet dat de klant koning
is, de klant willen plezieren of een variëteit aan producten aanbieden. CC wordt ook
gekaderd naast enkele gerelateerde begrippen zoals massa customisatie en co-productie.
De invloed die klanten vandaag uitoefenen op waardecreatie is ongekend hoog door de
veranderende rol van de consument. Deze beschikt mede door de opmars van het internet
over vijf krachten: toegang tot informatie, globale visie, netwerken, experimenteren en
activisme. Daarnaast wordt ook de verschuiving van het wereldbeeld van marketing van een
goederen dominante logica naar service dominante logica besproken waarbij service staat
voor de toepassing van competenties zoals vaardigheden en kennis. Vervolgens wordt
dieper ingegaan op de bouwstenen van CC: dialoog, toegang, risicomanagement en
transparantie. Daarna wordt een overzicht gegeven van de motieven en voordelen die
klanten ertoe kan aanzetten om deel te nemen aan CC. Deze worden geklasseerd onder
pragmatisch, economisch, persoonlijk, cognitief, sociaal en affectief. Füller stelt dat
engagement in CC een functie is van intrinsieke motivatie en zelf-gedetermineerde
extrinsieke motivatie. Daarnaast zijn er ook een aantal kosten verbonden aan CC,
economisch en niet-economisch, waarbij het verschil tussen de motieven/voordelen en de
kosten een nettoresultaat oplevert dat determineert of iemand al dan niet deelneemt aan een
X
CC activiteit. Tot slot wordt CC voor persoonlijk gebruik besproken naast CC in nieuwe
product ontwikkeling en de personen die voor deze laatste vorm van CC in aanmerking
komen.
Op basis van de literatuurstudie wordt verantwoording voor de keuze van de onafhankelijke
variabelen afgelegd en hypothesen opgesteld over enkele relevante afhankelijke variabelen
voor het experiment.
Deel 2 van de thesis gaat over het experimenteel onderzoek. De onafhankelijke variabelen
die gebruikt worden zijn de graad van CC (hoog versus laag) en de technologie (online
versus offline) wat resulteert in 4 scenario‟s. Het experimenteel opzet is bijgevolg een 2*2
volledig factorieel opzet dat geklasseerd kan worden onder statistisch waarachtige opzetten.
De afhankelijke variabelen zijn plezier (interval-geschaald), cognitieve inspanning en
vermogen (interval-geschaald), en bereidheid tot betalen (ratio-geschaald). Het doel van de
studie is om na te gaan wat de invloed is van de graad van CC (i.e. niveau van
betrokkenheid van de klant) en technologie op het plezier van de klant, zijn bereidheid tot
betalen en de inspanningen die nodig zijn. Daarnaast wordt product betrokkenheid
opgenomen als onafhankelijke (modererende) variabele om na te gaan welke invloed deze
variabele uitoefent op de relatie tussen de onafhankelijke variabelen enerzijds en de
afhankelijke variabele plezier en bereidheid tot betalen anderzijds. Daarvoor werd elk
scenario opgesplitst in CC van 4 producten: kledingstuk, computer, balpen en auto.
Via de managementvraag wordt overgegaan tot de onderzoekvragen, vervolgens tot
specifieke onderzoeksvragen (i.e. de hypothesen) om de uiteindelijke meetvragen te
bekomen die gesteld werden in een online vragenlijst waarbij elke respondent willekeurig 1
scenario voorgeschoteld kreeg. Alvorens de vragenlijst te activeren werd een offline pre-test
uitgevoerd bij 10 personen waarbij het onderscheid tussen hoge en lage graad van CC
duidelijk moest zijn. De vragenlijst bestaat uit vragen afkomstig van bestaande, geteste
meetschalen zodat enkel een cronbach alpha analyse uitgevoerd werd. Hieronder bevindt
zich een overzicht van de hypothesen met bijhorend resultaat na uitvoering van twee-wegs
analyses van de variantie met significantieniveau gelijk aan 0.05.
1. Plezier
H1A: Ongeacht de technologie, klanten die beschikken over een hoge graad van CC hebben
een hoger plezier dan klanten met een laag niveau van co-creatie (hoofdeffect): aanvaard.
H1b: Er is een interactie-effect tussen de mate van CC en technologie aan de ene kant, en
plezier van de klant aan de andere kant: aanvaard.
XI
2. Cognitieve inspanning en vermogen
H2A: Ongeacht de technologie, klanten die beschikken over een hoge graad van CC hebben
meer cognitieve inspanning en vermogen nodig dan klanten met een laag niveau van CC
(hoofdeffect): aanvaard
H2B: Ongeacht de mate van CC, klanten die online co-creëren hebben meer behoefte aan
cognitieve inspanning en vermogen dan de klanten die offline co- creëren (hoofdeffect): niet
aanvaard.
H2C: Er is een interactie-effect tussen de mate van CC en technologie aan de ene kant, en
de cognitieve inspanning en vermogen aan de andere kant: aanvaard.
3. Bereidheid tot betalen
H3A: Ongeacht de technologie, klanten die beschikken over een hoog niveau om te co-
creëren zijn bereid meer te betalen dan klanten die een laag niveau beschikken om te co-
creëren. (hoofdeffect)
H3B: Ongeacht de mate van CC, klanten die offline doen aan CC zijn meer bereid om te
betalen dan klanten die online co-creëren. (hoofdeffect)
H3C: Er is een interactie-effect tussen de mate van CC en technologie aan de ene kant, en
de bereidheid tot betalen aan de andere kant.
Kledingstuk: H3A: aanvaard; H3B: niet aanvaard; H3C: aanvaard.
Computer: H3A: niet aanvaard, H3B: niet aanvaard; H3C: niet aanvaard.
Balpen: H3A: niet aanvaard, H3B: niet aanvaard; H3C: niet aanvaard.
Auto: H3A: niet aanvaard, H3B: niet aanvaard; H3C: niet aanvaard.
Als het interactie-effect significant is, werden ook hypothesen betreffende de interactie-
effecten getest op basis van de grafiek van de interactie-effecten en de 95%
betrouwbaarheidsintervallen. Nadien werd een post hoc analyse uitgevoerd die voor een
verfijning van het eerste experiment moet zorgen. De invloed van product involvement op de
bereidheid tot betalen en plezier wordt onderzocht.
Conclusies worden geformuleerd op basis van de resultaten van het onderzoek: bij een hoge
graad van co-creatie beleven klanten meer plezier en hebben ze meer cognitieve inspanning
en vermogen nodig hebben. De bereidheid tot betalen is hoger bij een hoge graad van co-
creatie, maar dit zal vooral afhangen van de product betrokkenheid van de klant. De
toekomst van co-creatie ligt online omdat we offline meer inspanning nodig hebben en dit
ook in het laatste geval vanuit bedrijfsperspectief te duur zou zijn. Tot slot volgt een
algemeen besluit dat bedrijven het concept van co-creatie moeten omarmen omdat het
onontbeerlijk is om een duurzaam competitief voordeel te behouden.
1
Abstract
Purpose – This paper aims to understand the impact of customer participation on customer
experience. Today a lot of mass customization examples are present. But is it useful to go one step
further in the direction of co-creation that is more demand-driven? In a 2*2 full factorial design a high
(co-creation on itself) and low (mass customization) degree of co-creation in an online and offline
environment (degree of co-creation and technology as independent variables) are manipulated to
reveal whether there is a difference in customer experience regarding enjoyment, cognitive effort and
ability needed, and on top of that the customer‟s willingness to pay (dependent variables).
Furthermore, a customer‟s product involvement was introduced to check its effect on the relationship
between degree of co-creation and technology on the one hand, and customer experience regarding
enjoyment and willingness to pay on the other hand.
Methodology – An online survey was conducted for data collection. 10 people completed an offline
pre-test, while 149 respondents were collected to fill in the final survey online.
Findings – Co-creation opportunities result in a higher customer enjoyment, a higher cognitive effort
and ability needed, and a higher willingness to pay than mass customization opportunities. However,
customer product involvement is an important factor in a customer‟s willingness to pay. Interestingly,
customers need more cognitive effort and ability in an offline environment instead of an online
environment. The future of co-creation lies online. Furthermore, low involvement products are not
suitable for co-creation.
Research limitations – Co-creation is limited to B2C side from a customer‟s point of view. Due to
the research methodology and language of execution, only people with an internet connection and
knowledge of Basic English were able to be part of the study. As I describe two forms of CC, the
experiment is limited to co-creation/ mass customization for personal use.
Originality/value – The comparison between co-creation and mass customization on the one hand,
and online versus offline environment on the other hand regarding customer experience has never
been conducted before.
Keywords – Customer experience; Experience economy; Co-creation; Co-creation motives
2
Introduction
Inspired by the actual relevance of the concept of CC and its future importance, I started my
master thesis to complete my studies in Applied Economics. The Marketing Science Institute
has listed involving customers into CC or innovation processes as one of the top priorities for
2008-2010 (Hoyer et al., 2010). Although neither of my marketing courses put emphasis on
this future of competition, it appealed to me because of earlier work on CC and how
companies today make use of it. Among others, the book The Experience Economy – A New
Perspective (Boswijk, Thijssen, Peelen, 2007) caught my attention because of its focus on
experiences instead of products. It encouraged my motivation to take a closer look and learn
more about CC. Also CC pioneers Prahalad and Ramaswamy (2004) reveal in their book
The Future of Competition: Co-Creating Unique Value with Customers new opportunities to
create value and thus serves as a guide for managers how to search for new strategic
capital, illustrated with many examples. In an interview about the most recent book about
CC, The Power of CC (2010), co-author Gouillart talks about the theory of CC which states
that value is co-created between a company and a whole host of other people from
customers, to employees, to partners and even to suppliers. Now everybody is involved in
the value CC process. Customers are involved in marketing, employees are involved in
human resources processes, and suppliers get involved in the definition of vendor
management. This master thesis focuses on the B2C side, because of interest and more
empathy.
The structure of this paper is as follows. Part one is a literature review which elaborates on
the two concepts of the title: CC and CE. Section one of the literature review deals with CE:
definitions of CEM, CE, and different approaches to the components of CE are discussed.
Boswijk et al. (2007) describe CE as a process instead of consisting of different components.
The link from experiences to meaningful experiences is made as there is a need for entering
into a personal interaction with the company for the creation of a value proposition that is
meaningful to and specific for the customer. Next, I describe the evolution of the EE from first
to third generation in which I touch the concept of CC. Finally, the relevance of experiences
is explained as the source of value creation is shifted from goods and services to
experiences.
Section two of the literature review deals with CC. After a warm up of CC examples, I start
with the evolution of the content of CC and how CC can be compared with related concepts
3
such as mass collaboration, mass customization, user generated content and CP. The
relevance of CC from a customer‟s perspective is dealt with as the role of the customer has
changed over time and a shift in the worldview of marketing from GDL to SDL is recognized.
Next, an overview is given of the building blocks of CC, better known as the DART model.
Furthermore, I provide seven motives why customers may engage in a CC process. One‟s
motive(s) to co-create minus the cost(s) associated with engaging in CC equals a net result
that determines whether the customer will participate in a CC activity. As consumers want to
be involved in every part of the business system, we discuss CC for personal use next to CC
in NPD. Also the question who will be involved into a CC process will be answered.
Based on the literature review around CE and CC, justifications for the independent variables
are formed along with hypotheses concerning some relevant dependent variables.
Part two of this master dissertation is the empirical part in which an online survey was set up
to find an answer on the hypotheses of the scenario based experiment.
In a last section, limitations of the research and directions for further research are discussed.
4
Part I: Literature review
1. Customer Experience
In the first part of this master thesis, a synopsis is given about the literature around CE.
Definitions and classifications of CE are discussed as it is important to have a good
understanding of (the evolution in) CE. Next, the concept of CE is used to describe
developments in the EE. Here we link CE to the main topic in this dissertation: CC. Finally,
the relevance of the topic of CE will be explained.
1.1 Definitions and concepts
The goal of CEM is to understand the CE from a customer‟s perspective and take steps to
optimize that experience in order to maximize value for both the company and the customer.
Meyer and Schwager (2007) note that CEM captures and distributes what a customer thinks
about a company. What are a customer‟s subjective thoughts about a particular company? It
is direct response of a customer to the „touch points‟ with the company. Conversely, CRM
captures and distributes what a company knows about a customer. It tracks the actions of
customers post purchase. This can include product returns, service requests, inquiries…
The literature in marketing, retailing and service management rather put the focus on
measuring customer satisfaction and service quality rather than CE. However, this doesn‟t
mean that CE has always been ignored. Holbrook and Hirschmann (1982) stated that CE
has experiential aspects. Schmitt (1999) researched how companies create experiential
marketing. He identified five strategic experiential modules: sensory experiences (sense);
affective experiences (feel); creative cognitive experiences (think); physical experiences,
behaviors and lifestyle (act) and social identity- experiences that result from relating to a
reference or culture (relate). Barry, Carbone, and Haeckel (2002) suggest that companies
have to arrange all the “clues” that customers detect in a purchase process in order to
achieve a satisfactory experience.
Based on these insights, I have formulated two recent definitions of CE. The concept of CE
arises from a set of interactions between a customer and a product, a company, or part of its
organization, which arouses a reaction (LaSalle & Britton, 2003; Shaw & Ivens, 2005). This
experience has two characteristics: it‟s strictly personal and implies the customer
involvement at different levels (rational, emotional, sensorial physical and spiritual) (LaSalle
5
& Britton, 2003; Schmitt, 1999). The evaluation of CE depends on the comparison between
the expectations of the customer and the stimuli resulting from the interaction with the
company and its offering in correspondence of the different moments of contact or touch-
points (LaSalle & Britton, 2003; Shaw & Ivens, 2005). A related definition originates from
Meyer and Schwager (2007) as they define CE as “Customer Experience is the internal and
subjective response customers have to any direct or indirect contact with a company. Direct
contact generally occurs in the course of purchase, use, and service and is usually initiated
by the customer. Indirect contact most often involves unplanned encounters with
representatives of a company‟s products, service or brands and takes the form of word-of
mouth recommendations or criticisms, advertising, news reports, reviews and so forth.”
(Meyer & Schwager 2007,p.118).
Over time, the concept of CE was conceived as a multidimensional structure composed of
elementary components. You have to keep in mind that customers hardly ever recognize
such a structure. They perceive an experience as a complex but unitary feeling, where each
component is hard to distinguish from another (Gentile, Spiller, Noci, 2007). In 2006
Fornerino, Helme-Guizon and Gaudemaris analyzed CE as an immersive consumption
experience that consists of five distinct dimensions: sensorial-perceptual, affective and
physical-behavioral (components) and social and cognitive (facets). More recently, Gentile et
al. (2007) state that, based on the extant literature of CE, there are six dimensions of CE.
They researched the role of different experiential features that lead to a good customer
experience by some well-known products.
1. Sensorial component
The stimulation of this component affects our senses. The goal of a company‟s offer can be
providing good sensorial experiences. These experiences include smell, touch, sight, hearing
and taste to arouse pleasure, satisfaction, and excitement. Jamba Juice bars is a good
example that focuses on the senses of customers as they work with natural ingredients, zero
grams trans-fat, no high-fructose corn syrup…
2. Cognitive component
This component is related to mental processes or thinking. Companies can engage
customers in using their creativity or problem solving skills. Besides this, a company can lead
a consumer to revise the usual idea of a product or some common mental assumptions. This
happened for example with Barbie, the first doll with the image of a young woman.
6
3. Emotional component
This is a component of CE that involves the affective system through creating moods,
feelings and emotions. An offering can be directed to generate an emotional experience in
order to create an affective relation with the company, its brands or products. Kinder Surprise
is an example.
4. Pragmatic component
The fourth component is derived from the practical act of doing something. It includes the
concept of usability. The Apple Imac is a good illustration of an astonishing practical
experience by its design based on usability standards. It doesn‟t only refer to the use of the
product post purchase, but extends to all product life cycles. A good example is the company
Whirlpool and its subsidiary KitchenAid that came up with the initiative of the Insperience
Studio.
5. Lifestyle component
This component comes from the adoption of a lifestyle and the behavior of a person that is
formed through the affirmation of the system of values and individual‟s beliefs. The product
and its usage become means of devotion to certain values that company and brand
impersonate and values that customers share. Consumption of products without logo is an
example.
6. Relational component
The relational component involves the person, the relationship of the person with others, his
social context and on top of this his ideal self. An offering can empower the relational
dimension by means of a product that stimulates its use together with other people. Are you
willing to spend your time in Disneyland Paris alone or would you rather go with your kids,
family or friends? The product can be the core of a common passion from which a
community can be created like the Ducati community. People can identify themselves
belonging to or distancing themselves from a social group which refers to a social identity.
This model of dimensions of CE is in contrast with Schmitt‟s (1999) model in the sense that
Gentile et al. (2007) distinguish the physical aspects from the values. On the other hand,
they join the physical part with the sensorial dimension.
Boswijk et al. (2007) describe an experience as either a professional skill or a
sensation/feeling. In the literature of CE it is the latter definition that matters. Sensation or
7
feeling implies the act of undergoing something, for example letting a potential customer test-
drive a car. Here the rational choice for buying a car is supported by the emotional
experience of driving it. Boswijk et al. (2007) explain CE as a process rather than a concept
composed of different elements.
[Insert Figure 1]
Starting point is the sensory perception that can be compared with sensory
experiences (Schmitt, 1999), the sensorial-perceptual dimension (Fornerino et al., 2006) and
the sensorial component (Gentile et al., 2007). Sensory perceptions lead to emotions (Frijda,
1986). It‟s a way of processing information. “Emotions are an involuntary, unintended, non-
deliberate way of dealing with the outside world (…)” (Boswijk et al., 1986, p.21-22). An
experience is often a complex of emotions that occur either simultaneously or one after the
other. Boswijk et al. (2007, p.22) describe it as “an immediate, relatively isolated occurrence
with a complex of emotions that make an impression and represent a certain value for the
individual within the context of a specific situation.” A service complaint, for example, leads to
a variety of combined emotions and feelings that form the experience. The customer is either
treated well or not, with satisfaction or dissatisfaction as result. The next step in the process
concerns a meaningful experience. The next paragraph will elaborate more on this.
Finally, giving meaning is the last step in the process of experiencing. Sometimes people find
themselves in situations where a meaningful experience takes place. Coincidence plays a
role, but the individual also gives direction to the situation. What are the needs and motives?
The pyramid of Maslow (1962) is the most famous example where a hierarchy of needs is
distinguished. In the pyramid people will only strive to fulfill the needs of a certain level, once
the needs of lower levels are accomplished. Frijda (1986) also distinguishes different
motives, although his model is less well known. Frijda states that there are four motives for
people: not wanting to be alone, wanting to be recognized, wanting to maintain control over
the environment that one is familiar with and wanting to experience something new. These
motives could be put on two axes as in the figure below.
[Insert Figure 2]
It is a graphic representation of the world that people move around in. People can
move or be pushed from one quadrant to another. For example, a movement from left to right
can occur when a person climbs up his career ladder, leaving his colleagues and maybe
8
friends. As a result, he can feel lonely and try to search for friendship of other colleagues,
which means a movement to the right of the figure.
1.2 Meaningful experiences
The transition from an experience to a meaningful experience as the fourth step in the
process of experiencing (see Figure 1) (Boswijk et al., 2007) concerns an important learning
component, an aspect of awareness. Take also into account the difference in language
between experience and meaningful experience. In Dutch, the difference between these two
concepts is clear due to the use of „ervaring‟ for „experience‟ and „betekenisvolle belevenis‟
for „meaningful experience‟. Unfortunately, in English the same word is used – experience –
but there is a clear distinction between these two concepts. In the framework of a meaningful
experience a person wonders what a particular experience means to him. He asks himself
several questions: Why do I find myself in situations like this? How should I deal with them?
What does it say about me? Do I want this? A meaningful experience gives the individual
insight into himself and into the way in which he might change or transform himself.
In an interview (conversation with Boswijk and Peelen by Pieterse P., 22/08/2008), Boswijk
and Peelen explain their views about meaningful experiences. People are nowadays
searching for meaningful experiences because in their view people search for meaning in
their lives. They are against the idea to convince people and get people‟s attention with
entertainment as a marketing tool. The focus has to be on the individual. According to
Boswijk and Peelen, there are three types of meaningful experiences:
1. A strictly personal experience that is a turning point in life or full of emotion and
meaningful in the progress of your life: the birth of your child, a marriage, a passed
exam. Those are real meaningful experiences.
2. Experiences that you share with others: social/ social-cultural experiences.
3. Paid experiences. Someone organizes it and directs it for you, for example Rock
Werchter festival. In this case, you pay an amount of money for the experience.
Man is put in the center of things and he is in search of meaning, sometimes this can be
entertaining or relaxing. He can buy this to have more excitement, more experiences in life.
It‟s more than just pleasure or an even better party. It is doing something that makes sense.
What really has value for someone? That is the question companies affiliate with. They
should step out of their product domain and get access to the private world of their customer.
9
How can they help people? Let‟s take insurance companies. A lot of insurances are adjusted
automatically in your life. Instead of this, companies can put their customer in the center and
ask him the question whether their current insurance is still what they really want and need.
When you‟re pregnant or retired, you probably have other insurance needs. They state that if
the company does not adapt to and focuses on what the customer really wants, it will make
less profit in the future.
1.3 Evolution of the Experience Economy
The EE is as old as the oldest profession in the world. The Greeks and Romans knew how to
make money with experiences. Today, under more prosperous circumstances, the system,
developed to fulfill material needs, is transformed to an economy that addresses the
psychological needs. Toffler (1970) talks about the dematerialization of the economy in his
book Future Shock in a chapter called…The Experience Makers. Management consultants
and economists didn‟t pay a lot of attention to this process of „psychologizing‟ because they
focused on the growing service sector. We had to wait until the mid-nineties for a boost of the
concept of CE when a new experiential approach offered an original view to consumer
behavior. Different variables that were neglected are reconsidered because of their
importance: the role of emotions in behavior; consumers are feelers, thinkers and doers,
consumer‟s need for fun and pleasure… This perspective grew along with the mainstream
approach in consumer behavior that viewed customers1 as rational decision makers (Addis &
Holbrook, 2001). In the late 1990s Pine and Gilmore launched the bestseller The Experience
Economy (1999).The authors describe experiences as a new source of value creation. It is a
„fourth economic offering‟ next to commodities, goods and services in what they call the
progression of economic value. It has always been there, but unnoticed. When you buy an
experience, you pay to spend time enjoying a series of meaningful events that a company
stages to engage you in a personal way. According to Pine, an experience is a distinguishing
economic advantage for which one can ask a premium.
According to another pioneer Wolf and his Entertainment Economy (1999), the entertainment
character will become the key differentiator in the economy where products without this
characteristic will not succeed in the future. This view is different from Pine and Gilmore who
talk more about „engaging‟ the customer at a personal level. Danish author Ralph Jensen
(1999) claims in his book The Dream Society that the biggest part of future growth in
1 I use the terms “consumer” and “customer” interchangeably throughout the paper, meaning the end user of the
firm‟s offering.
10
consumption will have a higher intangible character and that the story surrounding the
product will play an important role in the purchasing decision. These authors in the late
1990s can be considered as representatives of the first generation of the EE.
After the publications of these pioneers, the popularity of the subject quickly grew and
different approaches focused their attention on CE for leveraging value. The basis of these
contributions is a revised way to consider the concept of consumption: it becomes a holistic
experience which affects a person as a whole at different levels and in every touch point
between company or its offer and a person as mentioned in the definition of CE above.
Notice the use of the term person as opposed to customer. As both parties (customer and
company) play an active role, this is called the second generation of EE. Experiences as
memorable „staged‟ events according to Pine and Gilmore are no longer regarded as primary
focus. Enabling the customer to have an excellent life-long relationship with a company, even
beyond his expectation, is what contributes most to the creation of value (LaSalle & Briton,
2003). Prahalad and Ramaswamy (2004) describe it as co-creating unique experiences with
the company. In other words, selling or staging experiences is converted into providing
artifacts and contexts that are favorable of experiences and which can be correctly applied
by consumers to co-create their own, unique experiences (Caru & Cova, 2003).
In an interview (Boswijk, Thijssen, Peelen, 2007), Ramaswamy talks about experiences as
the new source of value creation. How this became the new source of value, will be
explained in the next section. It is no longer the company that provides a good customer
experience by executing the sequence of activities in the value chain and thereby creating a
good; now value is more routed in the experience of the customer. If you put the CE as the
source of value at the center of doing business, then it allows consumers to be part of the
value creation process. In order to create a good CE, companies now have to involve
customers by definition, because the experience is after all routed in the individual. If you
become experience-centric, this implies a process of CC. Why? Customers and companies
need to start converging around the experiences and this implies a very different process of
interaction, a process that is as much focused on how the consumer wants to interact with
the company rather than just how the company wants to interact with the consumer (see also
section 2.2.2: from GDL to SDL). This is a process of joint value creation on both sides, not
the company deciding what is good for the customer.
Schmitt (1999) supported this view by stating that marketers need to provide the right
customer setting and environment for the desired customer experiences to appear. In 2007,
11
a major extension was added by Caru and Cova in their book Consuming Experience in
which the authors identify a “continuum of consuming experience”. This continuum ranges
from experiences, like staging experiences according to Pine and Gilmore that are mainly
constructed by companies (first generation of EE) to experiences that are largely developed
by consumers. In the middle of these two extremes experiences that are co-created by
companies and consumers (second generation of EE) are situated as per Prahalad and
Ramaswamy in which the company provides the customer with a basic platform and raw
materials that are then being used by the consumer to bring in and reach his/her own
experience.
As mentioned above, there‟s an extreme where experiences are largely developed by
consumers. The individual creates and directs even more his own meaningful experience
without interference of the supplier. This is the third generation of EE, which is opposed to
the second generation. In this generation we are moving to communicative self-direction
(Cornelis, 1988). It‟s not the company that decides what the customer can buy and what he
will experience. In that sense, people are directed from the outside. The two parties will be
directing themselves from the inside and communicate with each other: dialogue arises
between company and customer. It‟s a kind of cooperation where people communicate with
companies about what they want to experience. Figure 3 reproduces a summary of the
evolution in the EE.
[Insert Figure 3]
The evolution of the EE will be understood better when we talk about the shift in the
dominant logic: from GDL to SDL.
1.4 Relevance of experiences
Why am I talking about experiences and not about goods or services? Pine proposes a
framework of how things work in the business world and how economic value has changed
over time (Boswijk et al., 2007; Pine II & Gilmore, 1998). A graphical representation is given
in the figure below.
[Insert Figure 4]
12
In the beginning there were commodities. Commodities are things that grow out of the
ground and pulled out of the ground: minerals and vegetables. You collect them out of the
ground and sell them in an open market place. These are the basis of the Agrarian economy
that lasted for four millennia. It was the primary economic offer. Commodity output increased
over time due to higher productivity and better technology. Less people were needed so
employees moved out of farms into factories where physical goods were manufactured.
Goods are physically tangible things that we touch and feel using commodities as raw
material. Goods are the basis of the Industrial economy. Output of goods sky rocketed too
and again fewer people were needed to produce more and more goods. People moved out
of factories and into service jobs like restaurants, hotels, offices where they deliver an
intangible activity on behalf of an individual person. Today 80 percent of employment is in
services and what customers want is services, not the products. Goods become
commoditized, treated like a commodity. People don‟t care about the brand, the producer or
the features because they‟re all more or less the same. They only care about the price.
Internet is the greatest force of commoditization because people can compare prices of
different vendors instantly. Consequently, we push prices down to the lowest possible price.
But now services are being commoditized as well. For example in financial serviceswhere
you can buy a block a shares with a full service broker for € 700, it only costs you € 10 with
an Internet based broker. Another example is the travel industry. Internet is pushing the
prices down with sites such as priceline.com that connects you directly to airlines and hotels.
This way no commissions need to be paid.
It is now time to move to a new level of economic value. Goods and services are no longer
enough. Today Customers want experiences. Experiences are a distinct economic offering
that engage each customer in a personal way and thereby create a memory. If there‟s no EE,
all jobs will disappear because of technology and automation. Experiences are replacing
them, becoming the predominant economic offering. As an example of this progression of
economic value, Pine describes the coffee progression (Boswijk et al., 2007).
[Insert figure 5]
Raw coffee beans are a commodity that is a practically negligible value. Once roasted
and packaged, the coffee beans become goods that can be bought in the supermarket
resulting in a homemade cup of coffee with a cost price of € 0.20. Serve the same coffee
beans in a local dinner or corner coffee shop and they become part of a service where you
13
pay depending on the environment €1.5 – €10 for one cup. Serving an espresso or
cappuccino at Café Florian on Piazza San Marco in Venice providing a heightened ambiance
is the ultimate coffee experience for which you will pay €17. This example shows that it‟s not
just about the product itself, but also the experience surrounding the product and/or service.
14
2. Co-creation
I mentioned already once the concept of CC (supra, p.10) when talking about the second
generation of the EE. In the second part of this dissertation, the concept of CC will be
investigated starting with an introduction of examples to get an idea of applications of the
concept in the marketplace. The developments of the concept of CC will be reproduced
along with an overview of how CC can be distinguished from related concepts. Its relevance
from a customer‟s point of view will be discussed as the role of consumers changed over
time and the traditional model of value creation will be questioned as I explain the shift from a
GDL to SDL. Furthermore, an answer will be given to the question why people CC, in which
part of the value chain they have an influence and who will be involved in a CC process. On
the basis of the literature review around CC, hypotheses are formulated for the research
study.
You have probably already bought several T-shirts in your life, searching and choosing from
the tons of different finished products that are available in clothing stores. But have you ever
dreamt of making your own T-shirt starting from the very beginning? Well, within a few
minutes, you can get started. The company „Threadless‟ offers customers the opportunity to
submit, inspect and approve T-shirt graphic designs (Elofson & Robinson, 2007). Surf to
www.threadless.com, push „participate‟, download the submission kit to start creating your
own T-shirt and off you go! The mission of the LEGO Company, the world‟s fifth-largest
manufacturer of toys, is to “inspire and develop the builders of tomorrow”. In your childhood
or as a parent you probably have come in contact with LEGO, playing with the six shapes of
bricks and following the guidelines until you get the end result that looks the same as on the
picture of the packaging2. But aren‟t you bored of making obvious creations like a car and do
you wonder if you could ever make your own electric guitar because playing the guitar is your
passion? No problem. Nowadays people can join the so called „LEGO factory‟ (LEGO
Factory, 2007) where users are invited to download the Digital Designer software. This
provides you with a platform to begin designing and building with virtual LEGO bricks. The
point is that you can create whatever you want. Afterwards you can submit your virtual model
to LEGO through its website. An employee of LEGO will analyze your creation and based on
how many and what type of LEGO bricks you used, he will charge you a certain price for a
manufactured version. You will be given the option to order your own piece directly from the
website. On top of that, you have the chance to share your idea with other members of the
2 Visit <www.lego.com>. Accessed 16/03/2011.
15
LEGO factory „workers‟3 community. You can comment on the work of someone else, make
copies, propose changes and create adaptations. In fact, a lot of the designed products by
customers are appropriated by LEGO for general production and sale. The LEGO sample
shows the involvement of the customer in the product development and how one can create
his own LEGO experience (Zwick, Bonsu & Darmody, 2008). RedesignMe B.V. is a company
that describes themselves as “the world‟s largest creative marketplace4”. On their website,
the company uploads a creative assignment, called a „challenge‟. This can include logo
designs, marketing ideas, product designs…. You can participate to any of the challenges
you like and afterwards RedesignMe rewards the winning entries with cash. The company
also consists of an offline part „RedesignMe Live‟5. Face-to-face brainstorm sessions are
organized where a select group of professionals and consumers join together with
companies to realize new and refreshing ideas. Indeed, you can be part of such project that
a company prepares together with RedesignMe.
The three examples - Threadless, LEGO and RedesignMe – all have the same message:
Welcome to the world of CC. This introduction leads straight to the first independent variable
for the experiment. CC can happen in an online (Threadless, LEGo and RedesinMe) or
offline (RedesignMe Live) environment.
2.1 Definitions and concepts
In the late 1990s, a first definition of CC emerged. Kambil, Friesen and Sundaram (1999)
defined CC as a partnership with the customers where value is created by both the firm and
the customer and “engaging customers directly in the production or distribution of value.
Customers, in other words, can get involved at just about any stage of the value chain”
(Kambil et al., 1999, p.38). In every definition the word „value‟ will return. Customer value can
be defined as the difference between perceived benefits (product benefits, service value,
image value and personal interaction value) of a company‟s offering and perceived costs
3 Obviously, these workers are not working in actual Lego factories in Asia, Europe, and soon Mexico, nor are
they employed by LEGO.
4 Visit <http://www.redesignme.com/>. Accessed 29/03/2011.
5 Visit <http://www.rdmlive.nl/about>. Accessed 29/03/2011.
Independent variable 1: Technology
Online versus Offline
16
(financial, time, energy and psychic cost) (Sanchez & Heene, 2004; Kambil et al., 1999). This
is a broad definition that is difficult to apply when we have to understand how value is
created. Kambil et al. (1999) determines value in terms of the interaction of three variables:
specific customer needs, the attributes of the firm‟s offering and the overall cost for the
customer (sum of price, risk and effort). Value is created when attributes of the offering
match specific customer needs arising from any of the five processes that customers take
part in – buying, using, selling/disposing of the offering, integrating multiple products to fulfill
needs, and CC – at a cost considered reasonable by the customer. The greater the fit, the
greater the customer value created.
The concept of CC was further evolved by Prahalad and Ramaswamy (2004) in the sense of
firms creating value with customers producing a unique customer experience. They describe
CC as: “Co-creation is about joint creation of value by the company and the consumer. It is
not the firm trying to please the customer.” and “Co-creation is […] creating an experience
environment in which customers can have an active dialogue and co-construct personalized
experiences; product may be the same (e.g. Lego Mindstorms) but customers can construct
different experiences” (Prahalad & Ramaswamy,2004,p.8). It is not about “Customer is king
or customer is always right. Delivering good customer service […]. Mass customization of
offerings that suit the industry‟s supply chain. Transfer of activities from the firm to the
customer as in self-service. Customers as product manager […]. Product variety. Staging
experiences” (Prahalad & Ramaswamy, 2004, p.8).
The descriptions of CC have been gradually extended toward autonomous individual
initiatives (Zwass, 2010). The LSE Enterprise team (2009) made an in-depth study of CC by
order of Promise, the world‟s leading CC Consultancy Company6. To frame the concept of
CC, they start by introducing two dimensions: the role of the firm and the type of value
created. The former indicates whether the process is more consumer-led or producer-led. Is
the process mainly user-driven or rather initiated and orchestrated by the firm? The latter
dimension reproduces whether the value is standardized (benefiting all customers),
customized (as in mass customization for example) or personalized (as in CP). On basis of
these two dimensions a CC matrix is developed as in the figure below to illustrate where CC
sits as opposed to related concepts.
[Insert Figure 6]
6 Visit <www.promisecorp.com>. Accessed 21/03/2011.
17
LSE Enterprise describes CC as “Co-creation is an active, creative and social
process, based on collaboration between producers and users that is initiated by the firm to
generate value for customers” (LSE Enterprise, 2009, p.9). CC differs from mass
collaboration and user generated content on the one hand as the latter are more consumer
led and from mass customization and personalization as those two concepts are more
producer led.
Mass collaboration is a collaboration model based on collective actions that are conducted
independently by a large amount of contributors or participants, but in collaboration on a
single modular project. Projects typically take place on the World Wide Web by means of
web based collaboration tools. For example Wikipedia, the world‟s largest online
encyclopedia that consists of articles fully written by Internet users (Ghazawneh, 2008).
User generated content implies that content is made publicly available based on
technologies like the Internet, whereby a certain level of creativity and effort is present and
this is created outside of professional practices or routines (Wunsch-Vincent & Vickery,
2007). The best example here is Youtube, where you can upload your own videos, share
them and watch videos generated by other users.
Mass customization refers to companies that offer product variety and customization through
flexibility and quick responsiveness. It‟s different from mass production as mass production is
aimed at standardized products, while there is a lot more variety in the mass customized
products. People can find almost exactly what they want at a fair price (Kotha, 1995). Dell
provides its customers with a site where you can configure the specifications of your own
personal computer and Nike ID is an initiative to build your own pair of shoes. Mass
customization is more producer-led as customers have to choose from a menu dictated by
the company. “Customization ultimately is a matter of what can be built and delivered to suit
the efficient operation of a company‟s value chain” (Prahalad & Ramaswamy, 2002, p.6). It is
clear that mass customization offers variety, but it is the company itself that decides what can
be customized. Consequently, I would describe mass customization as a low degree of CC.
This lays against a high degree of CC, CC on itself, where the process is more user-driven
and customers don‟t face those limitations set by the company. Here the company provides
an experience environment where individual consumers can create their own unique
personalized experience where the building blocks of CC are present (infra, section 2.3). It
induces individualized interactions and experience outcomes. A personalized CC experience
is a reflection of how the individual chooses to interact with the experience environment that
18
the firm facilitates (Prahalad & Ramaswamy, 2004b). This leads to the second independent
variable in the experiment:
CP implies that the customer is an active participant in the production and delivery of a
service, which gives him the chance to customize his own world (Bernapudi & Leone, 2003).
According to Vargo and Lusch (2008) CP is a component of CC relating to the specific tasks
performed by customers that may occur before or during consumption, usage or experience.
The customer is consequently always a co-creator but not always a co-producer. An example
of this recently became a trend in a lot of Belgian department stores: self-scans. Customers
can scan their own articles during the shopping taking away the job of the cashier and thus
CP this service.
In a very recent paper, Zwass (2010) defines CC as “Co-creation is the participation of
consumers along with producers in the creation of value in the marketplace” (Zwass, 2010,
p.13). As opposed to LSE Enterprises analysis, he states that the CC process can be
initiated by the firm or the consumers themselves. He distinguishes sponsored CC from
autonomous CC. The former consists of activities performed by consumer communities or
individuals by order of the firm, for example P&G „Connect+Develop‟ initiative in the search
for innovative ideas resulting from external people. The latter refers to consumer
communities or individuals that produce value independently of any organization and
voluntary. However, they might provide platforms that benefit economically.
2.2 Relevance from customer’s perspective
“Product variety has not necessarily resulted in better customer experiences.”
(Prahalad & Ramaswamy, 2004, p.1)
As mentioned already in the relevance of experiences (supra, p.11) we have more choices of
products and services today than ever before. The question is whether this results in a better
customer experience. Prahalad and Ramaswamy (2004) state that the increasing variety
yields less satisfaction and call it the paradox of the twenty-first-century economy. The march
of the Internet played a major role in this. Stimulated by the consumer-centric culture of the
Independent variable 2: Degree of CC
High degree of CC versus Low degree of CC
19
Internet, characterized by interactions, speed, individuality and openness, the impact of the
customer on value creation is increasingly growing. The role of customers has changed from
isolated to connected, from unaware to informed, from passive to active. This will be
explained in the next section. About.com is one of the most popular consumer word-of-mouth
sites, where people can discuss more than 50.000 subjects. Consumer to consumer
recommendations, comments, ideas, etc. have a powerful influence on choice. It is clear that
nowadays the consumer‟s influence on value creation is enormous and companies should
listen, learn and absorb their valuable intelligence (Prahalad & Ramaswamy, 2004). Thanks
to the Internet, consumers can actively define the way they see value – as experiences – and
force their visions towards the companies. The market is becoming a forum for interactions
between consumers, consumer communities and firms. These dialogues, access,
transparency and understanding of risk-benefits are the core of the next step in value
creation. Prahalad and Ramaswamy (2004a) call them the building blocks of CC. This topic
will be explored as well further-on.
2.2.1 The changing role of the customer
CC of value begins with the changing role of the consumer in the industrial system.
Companies should welcome the five powers of the connected consumer.
1. Information access
Consumers nowadays have access to enormous amounts of information. We use this
information to make better, more informed choices. For companies that usually prevent the
customer of flows of information, this shift is radical. They can no longer take control over
value creation. For example, consumers make use of the Internet to learn about diseases,
treatments, the latest drug trials and share their personal experiences with others. In this way
they can question their physicians more aggressively and have a greater share of
participation in choosing their own treatment modalities (Prahalad & Ramaswamy, 2002,
2004a).
2. Global View
Consumers can search on the Internet every moment, they have the ability to check what is
happening in the world. They can access information on products, technology, firms,
performance, prices... There are still some geographical limits on information, but they erode
fast. This changes the rules for how companies compete (Prahalad & Ramaswamy, 2002,
20
2004a). Due to this evolution, arbitrage7 for example – asking a different price for the same
product on another market – is a practice that hardly can be carried out nowadays by
multinational firms.
3. Networking
People have a natural desire to coalesce around interests, needs and experiences. The
boom of the Internet and developments in messaging and telephony strengthens this by
creating an unparalleled ease and openness of communication among consumers. They are
„thematic consumer communities‟ where individuals can share ideas and feelings without
geographical constraints and few social barriers. Consumers share the same interest, but
may know nothing more about each other. The power of these consumer networks is their
independence from the firm and that they are based on real consumer experiences, not the
companies story what they will experience. Consumer networking turns the traditional
company controlled marketing communications upside down. Rather than making
advertisements on television and billboards for their next movie The Lord of the Rings that
will be launched, the New Line Cinema works together with fan sites to help spread word of
mouth and create buzz (Prahalad & Ramaswamy, 2002, 2004a). Now, people can share
their experiences through all kinds of new social media and communication technologies
and therefore force companies to engage them in the creation of mutual value.
4. Experimentation
The Internet can also be used for experiments with or developments of products, especially
digital ones. For example, technology-savvy people began to experiment with an MP3, a
compression standard for encoding digital audio, and this caused challenges to the music
industry. The skills of individual software users bundled together also enabled the co-
development of popular products such as the Linux operating system and Apache Web
server. Of course, experimentations go beyond digital spheres as well: people that improved
their homes can share their projects with others, or passionate gardeners can share tips on
how to grown organic vegetables. Companies can benefit from these creative ideas for the
development of products and services (Prahalad & Ramaswamy, 2002, 2004a).
5. Activism
By learning people can better discriminate when making choices and by networking people
encourage each other to speak out and act. Consumers provide companies and each other
with unsolicited feedback. AOL Watch is a website where posts about former and current
7 Visit <http://www.britannica.com/EBchecked/topic/32311/arbitrage>. Accessed 08/04/2011
21
AOL customers are written. The web is also a powerful tool for group discussions on issues
of the same interest. When individual powers join together in a community, share of voice is
greater. People that find it important to protect the animals can affiliate with the World Wildlife
Fund (WWF) to promote reforms and to get governmental attention.
So what is the result of the changing role of the customer? Companies have to interact with
customers and thereby co-create value because customers seek to exercise their influence
in every part of the business system. Companies can no longer design products on their
own, develop production processes, craft marketing messages or put simply act,
autonomously.
2.2.2 From GDL to SDL
"Any customer can have a car painted any color he wants so long as it is black."
(Ford, 1922, p.71-72)
This quote from the founder of the Ford Motor Company reflects the way companies
traditionally created value: unilaterally from the firm to the consumer and controlled by the
firm. Companies provided a good customer experience themselves. The market, viewed as a
locus of exchange or as a whole consisting of different segments of consumers, was
separated from the value creation process. Consumers were the target of the firm‟s offerings;
passive, seen as a „prey‟. They had no role in value creation; they were only involved at a
single point of exchange where value extraction takes place from the customer for the
company. Firms acted autonomously in the design of products, development of production
processes, control of sales and craft of marketing messages without involvement of the
customer. The traditional concept of the market is company-centric as well as the process of
value creation (Prahalad & Ramaswamy, 2004b). Thus, marketing used a model of economic
exchange, which had a dominant logic based on the exchange of operand resources,
resources where an act or operation is performed on, such as goods. Consequently, this
dominant logic is called the GDL (Vargo & Lusch, 2004). A firm‟s production process embeds
value or utility into a good, and the value of the good is represented by the market price or
what the consumer is willing to pay. From this perspective, maximum efficiency and
maximum profit is achieved by standardization and economies of scale. In other words, the
traditional model is based on the value-in-exchange meaning of value. As an example of
these thoughts, Ford‟s quote tells us that a firm constructs the automobile (Ford Model T) out
22
of raw materials, arranges them and packages them together. Value is created during the
activities performed in the production process.
This concept is being challenged due to the changing role of the customer as discussed
above (section 2.2.1); the march of the informed, connected, active and empowered
consumers. This has led to a revision of the traditional dominant logic, now focused on
intangible resources, CC of value and relationships referred to as the SDL. Service refers to
the application of competences such as skills and knowledge by one entity for the benefit of
another. These skills and knowledge are called operant resources, employed to act on
operand resources (and other operant resources); they are often invisible and intangible. All
exchange is based on service and when goods are involved, they are tools for the delivery
and application of resources (Vargo & Lusch, 2004). If we go back to the example of the
automobile, firms use knowledge, skills and capabilities to transform raw materials into a car.
But according to the SDL, the manufactured automobile is only an input into the value
creation that occurs as the customer uses the car: transport, self-identity… The car would not
have any value if the customer does not know how to drive, has no access to fuel and
maintenance or even does not belong to a social group where the car has a particular
meaning. In this way, value is co-created: companies apply their skills and knowledge in the
production and branding of the car while customers use their operant resources in the
context of their own lives. “There is no value until an offering is used- experience and
perception are essential to value determination” (Vargo & Lusch, 2006, p.44). Consequently,
in SDL the value driver is value-in-use. A summary of the differences between GDL and SDL
are given in the figure below.
[Insert Figure 7]
2.3 Building blocks of CC: the DART model
As the locus of value creation are the interactions between the customer and company, one
needs to understand the CC process through its key building blocks: Dialogue, Access, Risk
Assessment and Transparency. Along with the discussion about these key elements the
example of Summerset, the world‟s largest builder of houseboats8, will be applied to have a
better understanding of each building block as they manage to fit all the pieces of the CC
model together (Prahalad & Ramaswamy, 2002, 2004a/b/c).
8 Visit <http://www.sumerset.com/models-custom.php>. Accessed 27/03/2011.
23
1. Dialogue
Dialogue is not just listening to your customers. It is creating a shared meaning; people listen
and learn from each other. It means interactivity, deep engagement and a propensity to act
on both sides (company and customer). What do consumers really experience? The
company needs to recognize and understand the social, emotional and cultural context that
shapes the experiences. A loyal community can be created and maintained through
dialogue.
If you want to create your own unique houseboat together with the Summerset Company,
you can contact the Summerset‟s development group and discuss your ideas for the boat -
size, furnishings, budget ... – so that over several conversations you and the engineers co-
developed the specifications according to your needs and preferences.
2. Access
Traditionally, companies created and transferred ownership of products to consumers. Now,
customers do not necessarily want the ownership, but access to desirable experiences. You
do not need to own something to access an experience.
Once your houseboat specifications are made, you can access the manufacturing plant
through the Web. Here you can watch your boat being built and track its progress. You can
also get access to a community of house boaters. When joining this, you can obtain new
ideas about how to design and accessorize your boat.
3. Risk assessment
Risk refers in this third building block to the probability of harm to the consumer (Prahalad &
Ramaswamy, 2004a). In the past firms managed the risks of their products. When
communicating with potential customers they gave prominence to the benefits, largely
ignoring the risks. As consumers are now more involved in CC experiences with companies,
should they also take more responsibility for managing those risks if the company reveals
more information about the risks associated with the product? One thing is for sure; the
customer can help the company through continuous dialogue to reduce risk. Problems can
be identified and corrected proactively.
In the case of Summerset, motor exhausts are very toxic. After the death of two people due
to carbon monoxide poisoning, Summerset redesigned the exhaust system so that the
carbon dioxide now escapes via a top-mounted stack nine feet above the deck. Or, while
designing your houseboat with Summerset, employees can inform you about the risks
associated with a certain preference. For example, placing a whirlpool in the front of the boat
24
can cause serious balance problems. Thus, proactive risk communications and management
is an opportunity for companies to differentiate themselves.
4. Transparency
Earlier, companies benefited from the information asymmetry between the firm and
consumers. As consumers now have more access to information about products,
technologies and business systems, the asymmetry is fading. If companies make important
business-process information visible to consumers, they cede control of the value creation
before the traditional point of exchange.
At Summerset, customers can follow the product development process of their own boat so
that they can intervene more often and intensely than normal. Transparency is needed on
both sides: the customer has to know what is happening at all times and why while
Summerset must know the customers‟ desires, concerns, and requirements.
In the example of Summerset, not only a houseboat is co-created. Experiences are created,
next to the physical good. Even before one is the owner of a new houseboat, an emotional
attachment is formed to their boat while building their stake in the output of the value creation
process. As Summerset is able to combine all building blocks of CC, they can better engage
customers as collaborators. Some companies can be outstanding for one of the CC building
blocks, but if the DART blocks are combined, new and important capabilities can emerge as
shown in the figure below (Prahalad & Ramaswamy, 2004c).
[Insert Figure 8]
2.4 Customer motives/benefits for CC/CP
Why do customers participate in a CC process? As mentioned already (supra, section 2.2),
one can take part in CC because of dissatisfaction with existing products (Prahalad &
Ramaswamy, 2004; Ernst et al., 2010). When engaging in CC, offerings will be developed
that are more aligned to the consumer needs (Hoyer et al, 2010; Van Der Wal, 2005).
Successful NPD depends on a deep understanding of consumer needs and development
efforts that meet those needs. New product ideas can be generated that have a bigger
chance to be valued by consumers and thereby increasing the likelihood of product success
(Hoyer et al., 2010).
Secondly, consumers can engage in CC to reduce risks associated with receiving
inappropriate products or service failures or to increase control over products and services
25
(Etgar, 2008). These risks include physical, financial, psychological, performance, social, and
time-related risks (Stone & Gronhaug, 1993). Physical risk is the risk whereby the body gets
harmed, for example when a consumer allergic to peanuts consumes a product that contains
traces of peanuts while you can read on the product itself that it does not contain any traces
of peanuts. Financial risks refer to the possibility that a product needs to be repaired or left
unused. Performance risk happens when the product does not fulfill your needs. This can be
the case when you bought a new computer that is not as fast as you expected. Social and
psychological risks are related to instances where the self-esteem of the consumer can be
harmed as in „Will my friends laugh at me with my new T-shirt?‟ Last, time risk is associated
with the devaluation of the product over time.
Thirdly, consumers can be motivated to CC because of the expected benefits, such as
distinct different services and better service quality (Etgar, 2008). These three motives –
dissatisfaction with existing products, risk reduction, and expected benefits – relate to the
use of co-creating products and are therefore called pragmatic motives.
A second reason for the consumer to co-create has to do with economic motives. Financial
rewards can be given to the customer for the effort made in the CC process. These rewards
can be direct, like receiving a monetary prize as it is the case with RedesignMe (supra, p.14)
or profit sharing from the firm that engages in CC with them. A very recent example is the
Lays action Create your own taste. Until today there is no such thing as the real Belgian
chips taste. From 10 January 2011 on, every Belgian had the ability to be creative and
develop a taste that can become part of the Lays product range in Belgium. A jury of three
famous Belgian cooks chooses the two best flavors and those will be launched in October
2011. Again consumers are involved to vote for their favorite taste and the winning taste will
be on the market as Limited Edition from the beginning of 2012. The winning participant will
receive a € 25.000 prize and 1 % of the turnover9.
Financial rewards can also be indirectly through the intellectual property they might receive
from engaging and especially winning in CC competitions (Hoyer et al., 2010). Next,
consumers can expect cost reductions when co-creating as consumers perform an activity
(Etgar, 2008). For the organization of your holiday, you can go to a travel agent who is
concerned with the purchase of your airline tickets and booking of your hotel room. Instead of
paying these rather expensive resources, customers can replace this service by making use
of lower cost resources. The customer organizes the holiday himself by buying the airline
tickets and hotel room directly on an Internet-based web site.
9 Visit <www.lays.be/press>. Accessed 05/04/2011.
26
The desire for a better status, recognition and social esteem can be classified as personal
motives (Etgar, 2008; Hoyer et al., 2010; Nambisan & Baron, 2009). In online CC customers
can expose their knowledge of products and problem-solving skills. If they contribute to
product support, an increase in their expertise-related status and reputation among peer
customers as well as with the manufacturer is possible. They can influence peer customers‟
products usage behavior and the product improvement plans of the vendor. As a
consequence, a sense of self-efficacy may be realized (Kollock, 1999). A firm can give a
form of recognition on individual, valuable contributors. For example, Amazon.com‟s Top 100
reviewer and other formal recognitions can give a feeling of pride to many of their receivers,
because they get a visible symbol of their uniqueness relative to other consumers.
Cognitive motives are found among customers motivated to co-create if they can gain
technology, product or service knowledge through participating in development groups and
forums run by the manufacturer (Hoyer et al., 2010). They can also acquire new skills
(Ramaswamy & Gouillart, 2010). Also strengthening of the understanding of the environment
can be seen as a cognitive motive (Nambisan & Baron, 2009). For example, Blackberry has
a forum where consumers can be part in all stages of the CC process. By exchanging ideas
and inputs from others in the community, gains in technology knowledge can be achieved.
Social motives refer to the expectation of enjoyment of sharing activities with people of
similar interests and desires, referred to as social contact values (Berthon & John, 2006).
Consumers can join actual or virtual CC communities and social networks, such as Harley-
Davidson bike riders. These are non-commercial communities organized around particular
experiences characterized by a collective consciousness, rituals and traditions, and a sense
of moral responsibility (Etgar, 2008). Social motives also include the advantages derived
from the social and relational ties that are formed over time among customers.
Enhancements of a sense of belongingness or social identity are examples (Kollock, 1999).
Customers‟ CC motives can also be based on hedonic or affective motives as they long for
pleasure, play and fun. Interactions between consumers can be a source of highly
pleasurable as well as mentally stimulating experiences (Nambisan & Baron, 2009). Studies
on brand communities show that customers derive an amount of pleasure when conversing
about the product, its features and peculiarities of the usage context (Muniz & O‟Guinn,
2001). Next, the problem solving that is the basis of product support CC can be a source of
mental or intellectual stimulation that forms another aspect of hedonic benefits.
27
Füller (2010) also recently elaborated on consumer expectations from online CC and how
their motivations and personalities influence those expectations. He states that consumer
motives for CC may be heterogeneous and depend on their personality. With self-
determination theory as starting point - a macro-theory of human motivation recently
developed in the psychology (Vansteenkiste, Niemiecc & Soenens, 2010) - consumers‟
engagement in CC is a function of intrinsic motivation and self-determined extrinsic
motivation.
A consumer is intrinsically motivated when he values an activity because of the gratification
of the experience. Motivation is present inside. For example, you are a teacher because you
like teaching and working with children. The second source of motivation, extrinsic
motivation, implies that people will engage in CC activities not because of gratification and
joy, but because a certain results needs to be obtained. For example, as a teacher you
prepare the lessons well in order to get a positive evaluation at the end of the year. As
intrinsic motivation originates from the person himself, extrinsic motivation is controlled from
outside. Self-determination states that a part of the extrinsically initiated activities and
behaviors can be internalized so that people will undertake extrinsic motivated actions and
behaviors by themselves. In this way, autonomous or self-determined extrinsic motivation
arises.
It is a combination of intrinsic, internalized extrinsic and extrinsic motivation that drives
people to engage in online CC activities. A summary of the ten motivation categories
identified – intrinsic playful, curiosity, self-efficacy, skill development, information seeking,
recognition (visibility), community support, making friends, personal need (dissatisfaction),
and compensation (monetary reward) - are represented in the figure below.
[Insert Figure 9]
Dependent variable 1: Enjoyment
H1a: Regardless of the technology, customers that dispose of a high level to co-
create have a higher enjoyment than customers with a low level to co-create. (Main
effect)
H1b: There is an interaction effect between degree of CC and technology on the
one hand, and customer enjoyment on the other hand.
28
A cluster analysis grouped these motives to four different consumer types based on
the degree of web-exploration and innovation behavior.
[Insert Figure 10]
Reward oriented consumers are very motivated to engage in online CC. They have a
high interest in innovation activities and for their knowledge input they desire monetary
rewards. Need-driven consumers engage in CC mainly because of dissatisfaction with
existing products solutions available on the market. Curiosity interested consumers
participate in CC because of… curiosity. Finally, intrinsically motivated consumers yield high
on emotional aspects connected with the innovation activity and are not interested in
monetary rewards.
2.5 Cost-benefit analysis
As the benefits of CC/CP for the customer are defined, they need to be weighed against the
costs that are associated with engaging in a CC process. The end result is a cost-benefit
analysis that determines whether the customer will engage in such CC process or rather
avoid the involvement.
In the definition of customer value (supra, p.15) financial, time, energy and psychic costs
were distinguished. Etgar (2008) handles a similar classification making a distinction
between economic and non-economic costs. Economic costs are the cost of using their
operand material resources and the time customers have to spend on the CC process. Time
is evaluated subjectively while material resources can be sometimes objectively compared
with the market price.
The non-economic costs concern the psychological and social losses a customer can
experience in their CC effort. First of all, there is a loss of freedom as customers cannot
choose between the different brands and suppliers that result from linking up with particular
production partners. Another non-economic cost is the risks of misperformance. CC
involvement demands cognitive effort and ability of the customers. If they are unskilled so
that the customers do not know how to handle the experience environment provided by the
company, no desired output can be obtained (Etgar, 2008). Hilton and Hughes (2008) state
that the cognitive resources available to the individual are an important factor in using
technological interfaces and thus in online CC. Some are more enthusiastic and capable in
29
using these interfaces, some are technologically anxious or lack experience in technology. It
is clear that (online) CC asks physical effort of the customer, and maybe it is too exhaustive
for the customer to take part in such a process. Prahalad and Ramaswamy (2004a) suggest
that access to computer and electronic communications technology skills are nowadays
important to dialogue with firms and to engage in CC processes. This leads to the following
proposition.
Another interesting question about these costs is how much a customer wants to pay for a
product he made based on CC. Does he want a lower price because of the time and effort
made in the CC process or does he want to pay more for the creation because the
involvement gives him more value (McGraw & Tetlock, 2005)?
Dependent variable 2: Cognitive effort and ability
H2a: Regardless of the technology, customers that dispose of a high level to co
create need more cognitive effort and ability than customers with a low level to co-create.
(Main effect)
H2b: Regardless of the degree of CC, customers that co-create online need more
cognitive effort and ability than customers that co-create offline. (Main effect)
H2c: There is an interaction effect between degree of CC and technology on the
one hand, and customer cognitive effort and ability on the other hand.
Dependent variable 3: WTP
H3a: Regardless of the technology, customers that dispose of a high level to co-
create are willing to pay more than customers that dispose of a low level to co-create.
(Main effect)
H3b: Regardless of the degree of CC, customers that co-create offline are more
WTP than customers that co-create online.
H3c: There is an interaction effect between degree of CC and technology on the
one hand, and customer WTP on the other hand.
30
2.6 Where and with whom does CC occur in the value chain?
Consumers now seek to exercise their influence in every part of the business system, not
only at the point of exchange (Prahalad & Ramaswamy, 2004b). I would like to make a
distinction between CC for personal use and CC in NPD for commercialization.
Concerning CC for personal use, such as the introduction examples of CC (supra, p.13),
anyone can be part of a CC activity, based upon the net result between motives and benefits
minus costs associated with engaging in a CC process as discussed above. Looking at the
building blocks of CC (supra, section 2.3) some prefer not to dialogue at length about the
product. If a person decides to engage in a CC activity, it does not necessarily mean that the
CC experience will be positive. For example, if the customer believes that the interactions
with the company did not go as they should, because the company dialogued unilaterally,
behaved unfairly, or did not discuss the risks overtly, then the CC experience may be very
negative.
An interesting question is whether CC is the future for every single product (Interview with
Mr. Goedertier, 10/02/2011, Vlerick Leuven Management School; Van Der Wal, 2007). How
does CE differ from CC in a high involvement product as opposed to a low involvement
product? High product involvement has been researched to lead to greater perception of
differences in attributes, perception of greater product importance and greater commitment to
brand choice (Howard & Seth, 1969). Bauer et al. (2006) set up a measurement model for
product involvement and came to the conclusion that product involvement is a function of
sign value, importance and pleasure of the product to a particular person. This leads to the
last variable. In the experiment this variable can be used to check its influence on the
hypotheses as stated above.
Next, the area of NPD is a context where consumer CC is essential (Hoyer et al., 2010). Now
consumers have the opportunity and willingness to brainstorm on and discuss ideas for new
goods and services that may fulfill needs that not yet have been met by the market or
ameliorate existing offerings (Ernst et al., 2010). In the context of NPD, O‟Hern and
Rindfleisch (2009, p.4) define CC as “A collaborative new product development (NDP)
activity in which consumers actively contribute and select various elements of a new product
Moderating variable: Product involvement
31
offering.” The customer is in other words an active player in the NPD process. A great
example in which customers are involved in all steps of a NPD process - idea generation,
screening and investigation, specification of features, product development, beta testing or
field testing, product launch and evaluation (Dwyer & Tanner, 2009) - is the collaboration
between customer groups and the Volvo Company concerning the XC90 NPD process. A
group of people was invited for several meetings over time. Expectations and opinions were
extracted about SUVs in general to be used in the concept development phase. Focus
groups around interior and exterior design were organized and ultimately a test drive was
offered in the final version of the XC90. Every participant received $ 50 but this was less of
an incentive than the social value that was derived from the meetings and the opportunity to
be heard. But who will take part in this form of CC, CC as innovation? Not everybody is
interested or able to be part of a CC process in NPD. In firms that possess a huge customer
base, only a relative small amount of people will be willing to be fully engaged in or have the
skills to be useful in the product development and launch processes (Etgar, 2008; O‟Hern &
Rindfleisch, 2009). Investigators have recently identified segments of consumers that might
be especially willing and able to engage in these CC activities.
1. Innovators
Rogers (1995) set up a theory in his book Diffusion of Innovations about how, why, and at
what rate new ideas and technologies spread through cultures. He defines an adopter
category as the classifications of members of a social system on the basis of innovativeness.
A total of five categories of adopters in order to standardize the usage of adopter categories
in diffusion research were distinguished: innovators, early adopters, early majority, late
majority, and laggards. An S-curve is the reproduction of the innovation adoptions when
plotted over a length of time as shown in the figure below.
[Insert Figure 11]
Innovators are the consumers who are the earliest to adopt new products. They have
many characteristics: very young, risk loving, highest social class, great financial lucidity,
very social, closest contact to scientific sources and interaction with other innovators
(Rogers, 1995).
32
2. Lead users
A term developed by Von Hippel (1986). These people face needs that will eventually be
general in a marketplace. They face these needs before the majority of the marketplace
recognizes them and are therefore well positioned to solve these needs themselves.
3. Emergent consumers
These are consumers that are capable of applying judgment and intuition for the
improvement of product concepts that mainstream consumers will find pleasing and helpful
(Hoffman et al., 2010).
4. Market mavens
The last segment of consumers that especially will be willing and able to engage in NPD CC
activities are the market mavens. These people possess a lot of information about a wide
range of products, shopping places and other facets of the market. They also have a high
propensity to set up discussions and respond to information requests from other consumers
(Feick & Price, 1987).
33
Part II: Empirical study
3. Purpose of the study
A research study starts with the preparation of a management question. Through collecting
appropriate information, this question should be answered by the research study with a high
degree of certainty. Starting from the management question, a hierarchy of other questions
can be derived. First of all, the management question needs to be translated to the research
question. Next, the research question is translated into investigative questions, a more
specific description of the different needs questions that need to be answered. Finally, the
investigative questions are converted into measurement questions, specific questions and
examination procedures by which the information will be collected (De Pelsmacker & Van
Kenhove, 2006).
3.1 Management question
The purpose of this study is to understand the impact of customer participation on customer
experience. The management question can be formulated as follows:
What is the effect of evolving from mass customization (referred to as low degree of
CC) to CC (referred to as high degree of CC) concerning a customer‟s experience? Is
it useful to go one step further?
3.2 Research questions
The research questions will determine the type of information which the research must
provide to answer the management question (De Pelsmacker & Van Kenhove, 2006).
1. What is the impact of the degree of CC and technology on customer enjoyment?
2. What is the impact of the degree of CC and technology on customer WTP?
3. What is the impact of the degree of CC and technology on customer cognitive effort
and ability?
4. What is the impact of customer product involvement on the relationship between
degree of CC on the one hand, and WTP and customer enjoyment on the other
hand?
34
3.3 Investigative questions
The investigative questions are in fact the implicit hypotheses that support the model and will
be tested during the research (De Pelsmacker & Van Kenhove, 2006). All these hypotheses
were developed based on a literature study in the previous section. A summary of the
developed hypotheses for each dependent variable is given together with tables for
clarification.
1. Enjoyment
H1a: Regardless of the technology, customers that dispose of a high level to co-
create have a higher enjoyment than customers with a low level to co-create. (Main effect)
Degree of CC High Low
Customer enjoyment Customer enjoyment
Table 1: H1a
H1b: There is an interaction effect between degree of CC and technology on the one
hand, and customer enjoyment on the other hand.
2. Cognitive effort & ability
H2a: Regardless of the technology, customers that dispose of a high level to co-
create need more cognitive effort and ability than customers with a low level to co-create.
(Main effect)
Degree of CC High Low
Cognitive effort & ability Cognitive effort & ability
Table 2: H2a
H2b: Regardless of the degree of CC, customers that co-create online need more
cognitive effort and ability than customers that co-create offline. (Main effect)
Technology Online Offline
Cognitive effort & ability Cognitive effort & ability
Table 3: H2b
H2c: There is an interaction effect between degree of CC and technology on the one
hand, and customer cognitive effort and ability on the other hand.
35
3. WTP
H3a: Regardless of the technology, customers that dispose of a high level to co-
create are willing to pay more than customers that dispose of a low level to co-create. (Main
effect)
Degree of CC High Low
Cognitive effort & ability Cognitive effort & ability
Table 4: H3a
H3b: Regardless of the degree of CC, customers that co-create offline are more WTP
than customers that co-create online. (Main effect)
Technology Online Offline
Cognitive effort & ability Cognitive effort & ability
Table 5: H3b
H3c: There is an interaction effect between degree of CC and technology on the one
hand, and customer WTP on the other hand.
If there is indeed an interaction effect as hypotheses H1b, H2c and H3c state, the following
hypotheses are set up for the interaction effect.
1. Enjoyment
H1c: Customers that dispose of a high level to co-create in an online environment
have a higher enjoyment than customers that dispose of a low level to co-create in an online
environment.
H1d: Customers that dispose of a high level to co-create in an offline environment
have a higher enjoyment than customers that dispose of a low level to co-create in an offline
environment.
Technology/Degree of CC High Low
Online Customer enjoyment Customer enjoyment
Offline Customer enjoyment Customer enjoyment
Table 6: H1c/H1d
36
H1e: Customers that dispose of a high level to co-create in an online environment
have a higher enjoyment than customers that dispose of a high level of CC in an offline
environment.
H1f: Customers that dispose of a low level to co-create in an online environment have
a higher enjoyment than customers that dispose of a low level of CC in an offline
environment.
Degree of CC/Technology Online Offline
High Customer enjoyment Customer enjoyment
Low Customer enjoyment Customer enjoyment
Table 7: H1e/H1f
2. Cognitive effort and ability
H2d: Customers that dispose of a high level to co-create in an online environment
need more cognitive effort and ability than customers with a low level to co-create in an
online environment.
H2e: Customers that dispose of a high level to co-create in an offline environment
need more cognitive effort and ability than customers with a low level to co-create in an
offline environment.
Technology/Degree of CC High Low
Online Cognitive effort & ability Cognitive effort & ability
Offline Cognitive effort & ability Cognitive effort & ability
Table 8: H2d/H2e
H2f: Customers that dispose of a high level to co-create in an online environment
need more cognitive effort and ability than customers with a high level to co-create in an
offline environment.
H2g: Customers that dispose of a low level to co-create in an online environment
need more cognitive effort and ability than customers with a low level to co-create in an
offline environment.
Degree of CC/Technology Online Offline
High Cognitive effort & ability Cognitive effort & ability
Low Cognitive effort & ability Cognitive effort & ability
Table 9: H2f/H2g
37
3. WTP
H3d: Customers that dispose of a high level to co-create in an online environment
have a higher WTP than customers that dispose of a low level of co- creation in an online
environment.
H3e: Customers that dispose of a high level to co-create in an offline environment
have a higher WTP than customers that dispose of a low level of co- creation in an offline
environment.
Technology/Degree of CC High Low
Online WTP WTP
Offline WTP WTP
Table 10: H3d/H3e
H3f: Customers that dispose of a high level to co-create in an offline environment
have a higher WTP than customers that dispose of a high level to co-create in an online
environment.
H3g: Customers that dispose of a low level to co-create in an offline environment
have a higher WTP than customers that dispose of a low level to co-create in an online
environment.
Degree of CC/Technology Online Offline
High WTP WTP
Low WTP WTP
Table 11: H3f/H3g
3.4 Measurement questions
These are the specific survey questions that can be found in appendix A.
38
4. Data analysis
4.1 Sample & procedure
To find an answer to these questions an online survey was used for data collection. After an
offline pre-test with 10 participants, data collection with the final, adjusted questionnaire was
conducted within 2 weeks. As manipulation check, respondents had to perceive a difference
between high and low degree of CC. Both high and low degree was presented in the pre-test
and scenarios were adjusted until a difference in the independent variable „degree of CC‟
was clear. Starting point for the experimental design (i.e. the online survey) was a 2* 2 full
factorial design, derived from the figure below.
[Insert Figure 12]
Two variables – Degree of CC and Technology – were manipulated. Each variable was
measured on two levels; degree of CC: high versus low, and technology: online versus
offline. This resulted in four scenarios (X1, X2, X3, X4):
Degree of CC/ Technology Online Offline
High X1 X2
Low X3 X4
Table 12: Set up experiment
Each respondent was presented one scenario randomly (X1, X2, X3 or X4). To analyze the
data with a sufficient statistical certainty, a minimum of 2*2*30 or 120 observations were
needed in total. Consequently, at least 30 observations per condition were collected as
shown in table 12.
Degree of CC/ Technology Online Offline
High degree of CC N=34 N=42
Low degree of CC N=30 N=43
Table 13: N-values per condition in the experiment
A total of 149 people filled in the questionnaire completely. 26 were excluded. Possible
reasons are lack of time and/or Basic English to fill in the survey. A non-restrictive sample
was taken.
39
Within the total sample, 56 % of the respondents were male, 44 % female. On average,
participants were 36.19 years old (SD=13.00 years) and well educated: 49 % held a college
degree.
In each questionnaire, the respondent was presented one of the following combinations of
independent variables: High degree of CC + Online (X1); High degree of CC + Offline (X2);
Low degree of CC + Online (X3); or Low degree of CC + Offline (X4). The survey started with
an introduction in which people were encouraged to carefully read the scenario they would
be given. Next, some demographics were asked: gender, age, education and profession.
Then a first scenario was shown (accompanied by a picture for the clarity and empathy) with
a specific product to co-create: a garment. Starting question for this scenario had to do with
the first dependent variable „Enjoyment‟ regarding CC for a garment. The following questions
concerned the second dependent variable „WTP‟. Then, questions for the third dependent
variable „Cognitive effort and ability‟ were presented. The last questions consisted of the
fourth dependent variable „Product involvement‟. After the first scenario 3 similar scenarios
were presented, each scenario with another product to co-create: a computer, a ball pen and
a car. For each of these scenarios identical questions as the ones above were presented
except some questions about cognitive effort and ability as this depends on the independent
variables (X1, X2, X3 or X4). The purpose of the presentation of these four products for CC
is to collect both high involvement and low involvement products. Finally, respondents were
thanked for their contribution to the experiment.
Summarized, each respondent was presented 1 scenario X1, X2, X3 or X4 as a combination
of 2 independent variables as explained above; within this scenario, 4 small scenarios where
only the product to co-create changed (garment, computer, ball pen and car) were
presented. In total, 4 dependent variables were used: enjoyment, WTP, cognitive effort and
ability and product involvement.
Independent variables Dependent variables Moderating variables
Degree of CC Enjoyment Product involvement
Technology WTP
Cognitive effort and ability
Table 14: Summary variables experiment
40
4.2 Results
All questions for the 4 dependent variables were adapted from existing, tested
questionnaires (consult appendix B):
1. Enjoyment: 7-point interval scaled (1= strongly disagree, 7= strongly agree).
The following questions were combined to form the dependent variable „Enjoyment‟:
According to the scenario you just read (X1, X2, X3 or X4), this will be…
A. Enjoyable
B. Entertaining
C. Fun
D. Interesting
2. WTP: ratio scaled.
The following technique was used to measure the WTP:
Suppose that the average market price in a shopping store for the product you will co-create
is Y euros.
A. Would you pay Y + 20% euros for your creation according to the scenario? (=
medium price increase)
B. If answer is „yes‟ on question A: Would you pay Y + 40%? (= high price increase)
C. If answer is „no‟ on question A: Would you pay Y + 10%? (= low price increase)
D. What is the maximum amount you want to pay (in €) for your creation according to
the scenario?
The last question (D) was used for the analysis.
3. Cognitive effort and ability: 7-point interval scaled (1= strongly disagree, 7= strongly
agree).
The following questions were taken together to form the dependent variable „Cognitive effort
and ability‟:
In case of the online scenarios X1(internet software) and X3 (option menu):
A. I would become confused when I use the internet software/option menu.
B. I would find it cumbersome to use the internet software/option menu.
C. I find it easy to get the internet software/option menu to do what I want it to do.
D. I would find the internet software/option menu rigid and inflexible to interact with.
E. Interacting with the internet software/option menu will be frustrating.
F. I will find it easy to learn how to work with the internet software/option menu.
41
G. Interacting with the internet software/option menu will be easy for me to
understand.
H. Overall, I find internet software/option menus easy to use.
Questions C, E, F and G were converted into the same direction as the other questions.
In case of the offline scenarios X2 and X4:
A. I would find it cumbersome to interact with the employee.
B. I would it hard to create the garment together with the employee exactly the way I
want it to look.
C. It will be easy to interact with the employee about what the garment should look
like.
D. Creating a garment together with an employee will be frustrating.
E. It will cost me a lot of effort to create the garment piece with the employee.
Question C was converted into the same direction as the other questions.
4. Product involvement: 7-point interval scaled (1= strongly disagree, 7= strongly
agree):
The following questions were taken together to form the dependent variable „Product
involvement‟:
In the scenario you were asked to create Y (garment, computer, ball pen or car). The next
questions are general questions about Y. Y…
A. Helps me express my personality.
B. Tells other people something about me.
C. Is part of my self-image
D. Does not reflect my personality
E. Is not relevant to me.
F. Matters to me
G. Is of no concern to me.
H. Is important to me.
I. Is fun.
J. Is fascinating.
K. Is exciting.
L. Is interesting.
Questions D, E and G were converted into the same direction as the other questions.
42
First a data control was conducted. In the questions for WTP, some people did not fill in a
price because they did not know what amount they would be willing to pay in the scenario
they were presented. Some people also filled in an amount of “zero” in the WTP questions.
As these are outliers and reflected that they were not interested (reasons like no time or low
product involvement) rather than really willing to pay nothing, these answers were excluded
from data analysis.
As the questions were adapted from existing questionnaires, only a Cronbach Alpha analysis
was conducted to measure whether the interval scaled items (questions) form the same
construct (dependent variable). In other words, are the items internally consistent? As an
example, Cronbach Alpha is represented in table 15 below per construct (interval scaled
dependent variable) for scenario X1 and the products that were presented for CC.
SCENARIO X1 Enjoyment Cognitive effort and ability
Product involvement
Garment, computer, ball pen and car
0.94 0.91 0.93
Table 15: Cronbach alpha interval scaled items
From the table above I can conclude that the internal consistency of the three constructs –
Enjoyment, Cognitive effort and ability, and Product involvement are reliable. See appendix
C for more detail. The internal consistency in the other scenarios for the different constructs
is also reliable. For an overview, consult appendix D.
43
For the full factorial design, is it appropriate to analyze the data with the General Linear
Univariate Model. The advantage of this two-way analysis of variance is that next to the main
effect of one independent variable on a dependent variable, possible interaction effects of the
two independent variables on a dependent variable can be retrieved. In other words, a two-
way analysis of variance executes two one-way analysis of variance tests and a test for
interaction all put together in one single table. The goal is to check whether the means of
different groups are equal. Consequently, the hypothesis that the means are equal is refuted
when the p-value < 0.05. First, the effect of degree of CC and technology on customer
enjoyment will be investigated. The following table shows the results.
DF F p
Intercept 1 2865.63 <.01
DegreeCC 1 4.13 .04
Technology 1 .20 .65
DegreeCC * Technology
1 8.41 <.01
Table 16: Output dependent variable „enjoyment‟
The explanatory power of this model is 7.3%. Table 16 shows that the degree of CC has a
significant effect on customer enjoyment (F(1) = 4.13; p = 0.04). When you dispose of a high
degree to co-create (M = 4.82), people have a higher enjoyment than when you dispose of a
low degree to co-create (M = 4.53) which is in line with hypothesis H1a. Technology does
not have a significant effect on customer enjoyment (F(1) = 0.20; p = 0.65). There is an
interaction effect between degree of CC and technology, and customer enjoyment (F(1) =
8.41; p < .01), which confirms hypothesis H1b. Where the interaction occurs can be derived
from figure 13 below supported by the 95% confidence intervals.
44
People with a high degree of CC in an online environment (M = 5.14) have a higher
enjoyment than people with a low degree to co-create in an online environment (M = 4.28),
which confirms hypothesis H1c. People with a high degree to co-create in an offline
environment (M = 4.56) enjoy it less than people with a low degree to co-create in an offline
environment (M = 4.71). If we compare the 95% confidence intervals, there is an overlap
between the confidence interval of „high degree of CC + offline‟ and „low degree of CC +
offline‟. Consequently, this difference is not significant so that hypothesis H1d is refuted.
Hypothesis H1e which states that customers‟ online enjoyment in a high degree of CC (M =
5.14) will be higher than customers‟ offline enjoyment in a high degree of CC (M = 4.56), is
refuted as there is again an overlap in the 95% confidence intervals. Finally, hypothesis H1f
is refuted as customers that dispose of a low level to co-create in online environment (M =
4.28) have a lower enjoyment than customers that dispose of a low level to co-create in an
offline environment (M = 4.71) and this difference is not significant. More detail of the results
can be found in appendix E.
45
The second analysis is also a two-way analysis of variance that examines the effect of
degree of CC and technology on customer cognitive effort and ability.
DF F p
Intercept 1 1310.31 <.01
DegreeCC 1 6.31 .01
Technology 1 4.12 .04
DegreeCC * Technology
1 4.95 .03
Table 17: Output dependent variable „cognitive effort and ability‟
The explanatory power of this model is 10.6%. Table 17 shows that the degree of CC has a
significant effect on customer cognitive effort and ability (F(1) = 6.31; p = 0.01). People who
dispose of a high degree to co-create (M = 4.04), have to put in more effort than when they
dispose of a low degree to co-create (M = 3.47) which aligns with hypothesis H2a.
Technology also has a significant effect on customer enjoyment (F(1) = 4.12; p = 0.04).
When people co-create online (M = 3.53) they need less cognitive effort and ability than
people that co-create offline (M = 3.94), regardless of the degree of CC so that hypothesis
H2b is disproved. Hypothesis H2c is confirmed as there is also an interaction effect between
degree of CC and technology, and a customer‟s cognitive effort and ability needed (F(1) =
4.95; p = 0.03). The occurrence of interaction can be derived from figure 14 below.
46
People with a high degree of CC in an online environment (M = 3.56) need more cognitive
effort and ability than people with a low degree to co-create in an online environment (M =
3.50). As this difference is not significant, hypothesis H2d is refuted. People with a high
degree to co-create in an offline environment (M = 4.43) need more effort than people with a
low degree to co-create in an offline environment (M = 3.46), which confirms hypothesis H2e.
Hypothesis H2f which states that customers‟ online cognitive effort and ability in a high
degree of CC (M = 3.56) will be higher than customers‟ offline enjoyment in a high degree of
CC (M = 4.43), is refuted. Finally, hypothesis H2g who says that customers that dispose of a
low level to co-create in online environment (M = 3.50) need more effort than customers that
dispose of a low level to co-create in an offline environment (M = 3.46), is refuted as there is
a strong overlap in the 95% confidence intervals of „low degree of CC + online‟ and „low
degree of CC + offline‟. More detail of the results of the second dependent variable can be
found in appendix F.
A third analysis examines the effect of degree of CC and technology on customer WTP.
Here, the effect of degree of CC and technology on the WTP for a garment, computer, ball
pen and car is investigated.
1. WTP garment
DF F p
Intercept 1 499.61 <.01
DegreeCC 1 11.03 <.01
Technology 1 .11 .74
DegreeCC * Technology
1 4.95 .03
Table 18: Output dependent variable „WTP garment‟
The R square of this model is 9.0%. Table 18 shows that the degree of CC has a significant
effect on customer WTP (F(1) = 1.03; p = <.01). When you dispose of a high degree to co-
create (M = 45.26), people are willing to pay more than when you dispose of a low degree to
co-create (M = 34.51) which aligns with hypothesis H3a. Technology has no significant
effect on customer WTP (F(1) = 0.11; p = 0.74). Consequently, hypothesis H3b is disproved.
There is an interaction effect between degree of CC and technology, and the WTP of
customers (F(1) = 4.95; p = 0.03) which confirms hypothesis H3c. Where the interaction
occurs can be derived from figure 15 below.
47
People with a high degree of CC in an online environment (M = 50.29) are willing to pay
more than people with a low degree to co-create in an online environment (M = 30.53) so
hypothesis H3d is confirmed. People with a high degree to co-create in an offline
environment (M = 41.19) have a higher WTP than people with a low degree to co-create in
an offline environment (M = 37.28). If we look at the confidence intervals, this difference is
not significant so hypothesis H3e is refuted. Hypothesis H3f which states that customer‟s
online WTP in a high degree of CC (M = 50.29) will be lower than a customer‟s offline WTP
in a high degree of CC (M = 41.19), is refuted as this difference is not significant. Finally,
hypothesis H3g who says that customers that dispose of a low level to co-create in online
environment (M = 30.53) have a lower WTP than customers that dispose of a low level to co-
create in an offline environment (M = 37.28), is also refuted as there is an overlap in the 95%
confidence intervals of „low degree of CC + online‟ and „low degree of CC + offline‟. More
detail of the results of WTP of a garment can be found in appendix G.
48
2. WTP computer
DF F p
Intercept 1 1904.75 <.01
DegreeCC 1 2.28 .13
Technology 1 1.14 .29
DegreeCC * Technology
1
.66 .42
Table 19: Output dependent variable „WTP computer‟
The explanatory power of this model is only 3.3%. Table 19 shows that the degree of CC
does not have a significant effect on customer WTP for a computer (F(1) = 2.28; p = 0.13) so
hypothesis H3a is refuted. Hypothesis H3b is also refuted as technology has no significant
effect on the WTP (F(1) = 1.14; p = 0.29). Hypothesis H3c together with H3d-g are refuted as
there is no interaction effect between degree of CC and technology, and WTP for a computer
(F(1) = 0.66; p = 0.42). More details of the results of WTP of a garment can be found in
appendix H.
3. WTP ball pen
DF F p
Intercept 1 1.01 .32
DegreeCC 1 1.87 .18
Technology 1 .01 .92
DegreeCC *
Technology
1 1.01 .32
Table 20: Output dependent variable „WTP ball pen‟
The explanatory power of this model is only 2.7%. Table 20 shows that the degree of CC
does not have a significant effect on customer WTP for a ball pen (F(1) = 1.87; p = 0.18) so
hypothesis H3a is refuted. Hypothesis H3b is also refuted as technology has no significant
effect on the WTP (F(1) = 0.01; p = 0.92). Hypothesis H3c together with H3d-g are refuted as
there is no interaction effect between degree of CC and technology, and WTP for a ball pen
(F(1) = 1.01; p = 0.32). More details of the results of WTP of a ball pen can be found in
appendix I.
49
4. WTP car
DF F p
Intercept 1 130.02 <.01
DegreeCC 1 3.59 .06
Technology 1 .13 .72
DegreeCC * Technology
1 .22 .64
Table 21: Output dependent variable „WTP car‟
The explanatory power of this model is only 2.9%. Table 21 shows that the degree of CC
does not have a significant effect on customer WTP for a car (F(1) = 3.59; p = 0.06) so
hypothesis H3a is refuted. Hypothesis H3b is also refuted as technology has no significant
effect on the WTP (F(1) = 0.13; p = 0.72). Hypothesis H3c together with H3d-g are refuted as
there is no interaction effect between degree of CC and technology, and WTP for a car (F(1)
= 0.22; p = 0.64). More details of the results of WTP of a car can be found in appendix J.
A summary of all the hypotheses with results can be found in appendix K.
4.3 Partial conclusions experiment - discussion
As I suspected, the results proof that people have a higher enjoyment when they dispose of
a high level to co-create (H1a: main effect), especially in an online environment (H1c:
interaction effect). Nowadays you can find a lot of low degree of CC examples, referred to as
mass customization, in which people are limited to the choices a company provides. It is the
company that decides what can be customized in order to suit the supply chain. In this case
the degree of freedom of a customer is limited. A high degree of CC along with the
technologies used as a platform for experience environments has enabled the realization of a
basic human need, which is the need to be creative, the need to be socially involved, the
need to participate which results in a higher enjoyment. If you give someone the means to
interact with the company and other people co-creatively, people will utilize this (Interview
with Francis Gouillart about the power of CC, 2010). The Self-Determination Theory as
discussed above (supra, p.26), reveals that autonomous motivation is determined by the
extent to which people‟s three basic psychological needs are fulfilled. These needs are the
extent to which people feel competent, feel related to others and have the feeling that they
50
can act autonomously (Vansteenkiste, Ryan, Deci, 2008). People with a high degree of CC
will have a higher autonomy, because a high degree of CC fosters a sense of freedom.
Customers are no longer limited to the customization options of a company. Secondly, the
need for relatedness is more fulfilled due to the existence of the building blocks of CC:
dialogue, access, risk-assessment and transparency. The need for competence has
increased also as people can now fully on what the co-created product must look like;
customers have more control over the situation. The better fulfillment of these three needs
enhances the autonomous motivation of people. As enjoyment is the purest form of intrinsic
motivation (see Figure 9) and intrinsic motivation is part of autonomous motivation (see
figure below), the higher enjoyment of people with a high degree of CC can also be
explained from a Self-Determination Theory perspective.
[Insert Figure 16]
As I suspected, there is no difference in enjoyment between online and offline CC. A possible
reason may be that some people like to chat with other unknown people, but have a social
anxiety or dislike to communicate with strangers face to face. Others may be very social and
prefer to co-create offline. Therefore, the choice between online and offline CC can depend
on the person‟s personality.
I expected that people who have a high degree of CC need more cognitive effort and ability
(H2a: main effect) and this hypothesis is confirmed. When you dispose of a low degree of
CC, this does not really require a lot of effort as people just have to pick their choices from
the option menu provided by the company. When you dispose of a high level to co-create,
people need more physical and psychological effort. Especially in online CC, it will depend
upon the cognitive resources available to the individual and his capabilities to use new
technologies. Some people may be technologically fearful while others may be more willing
to experiment with new technologies (Hilton, Hughes, 2008). There must be a match
between the cognitive resources available to the individual and the amount of cognitive
resources a new technology demands from the customer. It is the company‟s task to reduce
this cost associated with CC to a minimum. Companies will have to build an experience
environment in which people need a minimum of effort to co-create a unique personalized
experience. An important factor in the realization of this goal is to educate the customer by
giving him support and training. Also in a world in which the population ages this is an
interesting challenge. Apparently, and this was unexpected, people need more cognitive
effort and ability in an offline environment (H2b: main effect). A logical explanation for this
51
result is the high education of the respondents (49.0% held a college degree) and the fact
that 36.2 % of the respondents can be classified under „Generation Y‟, which is twice the
percentage of the population belonging to that age group (18.6% based on figures for
200810). People from generation Y are now between 16 and 30 years old and are
characterized by being technological savvy (De Pelsmacker, Geuens, Van den Bergh).
Consequently, they are familiar with different technologies so that their online effort will be
smaller than the offline effort needed for CC.
Concerning the WTP for each of the co-created products – garment, computer, ball pen and
car – the results only show a significant higher WTP for a garment when customers dispose
of a high degree of CC as opposed to a low degree of CC (H3a: main effect), especially in an
online environment (H3d). Nor for a computer, ball pen or car, the results show a significant
higher WTP. A post hoc analysis should try to reveal the reason for this ambiguity. A factor
that can affect the dependent variable „WTP‟ is the income of the respondent and this
variable was not taken into account. For example, people with a high income may willing to
pay a lot more for co-creating a product, although they have a low product involvement.
Conversely, people with a very high product involvement will have a high interest for CC but
their low income does not allow them to pay more for a co-created product than market price.
Technology has no influence on the WTP (H3b: main effect). A possible reason for this may
be that some people prefer not to buy products on the web because they do not trust online
purchases. People may be afraid of giving their credit card number, thinking that their data
will be abused or they will never receive their order. Other people might prefer online
purchases because of convenience, speed and time savings. These two effects may cancel
each other out so that no difference in technology is recognized. Technology only has an
impact on the cognitive effort and ability (not on enjoyment and WTP) where people need
more effort an offline environment (H2b: main effect). As it will be too expensive for
companies to pay their employees for letting a customer co-create products with them for
personal use, and as people need more effort for offline CC (technological skills seem to be
higher than social skills nowadays), I conclude that the future of CC lies in the World Wide
Web. Companies must try to build an online experience environment where people can co-
create a unique personalized experience.
10
Visit <http://economie.fgov.be/nl/statistieken/cijfers/bevolking/structuur/leeftijdgeslacht/pyramide>.
Accessed 10/05/2011
52
4.4 Post hoc analysis
The fact that customers are only willing to pay more for a garment in a high degree of CC
and the WTP for a computer, ball pen and car is the same in both high and low degree of CC
raises the question as to what causes this determination. A factor that can have an important
influence in the relationship between degree of CC and technology on the one hand, and the
WTP on the other hand is a customer‟s product involvement.
To start the analysis, some variables are recoded. The construct „Product involvement‟ is
interval scaled on a 7-point scale. Product involvement for a garment, computer, ball pen and
car were recoded. All values equal or above a 5 mean a high product involvement; with a
value less than 5 we talk about low product involvement. A two-way analysis of variance
checks the effect of degree of CC and technology on the WTP for people who have a high
product involvement for a garment, computer, ball pen and car.
WTP garment DF F P
Intercept 1 315.72 <.01
DegreeCC 1 6.69 .01
Technology 1 .50 .48
DegreeCC * Technology
1 2.61 .11
Table 22: Output moderating variable: High product involvement garment.
WTP computer DF F P
Intercept 1 1034.47 ,<.01
DegreeCC 1 4.55 .04
Technology 1 .45 .50
DegreeCC * Technology
1 .25 .62
Table 23: Output moderating variable: High product involvement computer.
53
WTP ball pen DF F P
Intercept 1 6.04 .09
DegreeCC 1 .14 .73
Technology 1 .14 .73
DegreeCC * Technology
1 .14 .73
Table 24: Output moderating variable: High product involvement ball pen.
WTP car DF F P
Intercept 1 70.75 <.01
DegreeCC 1 4.42 .04
Technology 1 .15 .70
DegreeCC * Technology
1 .43 .51
Table 25: Output moderating variable: High product involvement car.
If you take another look at the results of the dependent variable WTP now for people who
have a high product involvement, there is not only a significant difference in the WTP for a
garment (F(1) = 6.69; p = 0.01) depending on the degree of CC, but also for a computer (F(1)
= 4.55; p = 0.04) and a car (F(1) = 4.42; p = 0.04). Hypothesis H3a which states that people
with a high degree of CC are willing to pay more than people with a low degree of CC can
now not only be confirmed for a garment (M high degree of CC = 47.55; M low degree of CC
= 36.48), but also for a computer (M high degree of CC = 943.33; M low degree of CC =
823.24) and car (M high degree of CC = 52628.21; M low degree of CC = 31962.50) if we
take into account only people with a high product involvement. For a ball pen, the difference
between high and low degree of CC is not significant (F(1) = 0.14; p = 0.73). The reason for
this is that only 7 out of the 149 respondent classify a ball pen as high involvement product
so that generally this product is perceived as a low involvement product. More detail can be
found in appendices L, M, N and O.
What is also remarkable in the post hoc analysis is the fact that people with a high product
involvement are generally willing to pay more. The following table shows the differences in
the means of the WTP of all the respondents for a garment, computer and car versus the
mean in WTP for a garment, computer and car for people with a high product involvement.
54
WTP (in €) Degree of CC All Respondents High product involved
respondents
WTP Garment High 45.26 47.55
Low 34.51 36.48
WTP Computer High 847.13 943.33
Low 787.54 824.24
WTP Car High 40971.01 52628.21
Low 35425.37 31962.50
Table 26: Means WTP all respondents versus high product involved respondents.
Also the enjoyment of people with a high product involvement is higher than the mean of all
respondents. For more detail, see appendix P.
Degree of CC All respondents High product involved
respondents
Enjoyment (7-point
scale)
High 4.82 5.63
Low 4.53 5.50
Table 27: Means Enjoyment all respondents versus high product involved respondents.
The WTP for a ball pen as low involvement product does not show any differences for a high
versus low degree of CC. This raises the question whether there are any differences in the
enjoyment for the CC of a ball pen. In the previous analysis the construct enjoyment was
analyzed for the four products together. Now, I want to what the effect on the enjoyment is
for a ball pen only. An independent samples T-test checks the impact of the degree of CC on
the enjoyment of co-creating a ball pen. People with a high degree of CC (M = 3.87) do not
have a significant higher enjoyment than people with a low degree to co-create a ball pen (M
= 3.49) (t(147) = 1.38; p = 0.17). Consult appendix Q for more detail.
4.5 Partial conclusions post hoc analysis - discussion
The determination in the previous analysis of the WTP was that there is no difference in WTP
depending on the degree of CC. This is due to the fact that in the previous analysis people
with both high and low product involvement cancelled each other out so that there was no
significant difference. Now that only people with a high degree of CC are taken into account,
significant differences in the WTP for a garment, computer and car are clear. Consequently, I
55
can state that there is a higher WTP for a product when a person disposes of a high degree
of CC as opposed to a low degree of CC if that person has a high product involvement. In
this way the previous analysis of the WTP is refined.
People with a high product involvement are the potential customers. Those people have a
high interest in a particular product and therefore have a higher likelihood to co-create that
product. As high product involved people show even a higher WTP and enjoyment for CC
than in the previous where both high and low involved people were taken into account, this
strengthens the results: CC was proved to lead to a higher enjoyment and WTP (WTP after a
post hoc analysis) and this is even higher for high product involved people.
The fact that a ball pen does not show any differences between high and low degree of CC
concerning the WTP and enjoyment, this means that it is not useful as a company to take the
opportunity to let customers co-create a ball pen for personal use. Mass customization is
enough. This is in line with Etgar (2008) who states that CP will occur mainly in product
categories “where there are large and noticeable differences of product attributes among
different items or brands, whether physical or perceived” (Etgar, 2008, p. 100). Similarly, a
ball pen has not a lot of attributes so that Etgars conclusions can be extended from CP to
CC. Other products like detergents or toilet paper also do not have many different attributes.
Consequently, I can conclude that low involvements products will not be the future of CC.
4.6 Main conclusion
In general, I can conclude that the answer on the management question whether it is useful
to go from mass customization towards CC is a definite “Yes”. Indeed, it is a necessity.
Companies do not dictate any longer how value is created so they have to learn co-creating
value together with their customers. It is becoming a competitive imperative. As the role of
consumers changed from passive to active and their influence on value creation has never
been greater than today, companies should listen to them by embracing the concept of CC.
Thanks to the Internet word-of-mouth, dialogues, comments, ideas… reveal what consumers
value and this information is freely available in information networks. If you, as a company,
do not take into account this intelligence to create an even better customer experience, you
will be passed by your competitors who will. For the customer, CC enhances the enjoyment
as opposed to mass customization and the positive outcome for a company is the higher
WTP. However, the latter should be refined and state that a high product involvement leads
to a higher WTP. But this is not a problem as people with a high product involvement are
56
most likely to be interested in co-creating that particular product. Consequently, low
involvement products are not appropriate for CC. Applications of CC can happen online or
offline, but the future will be online as people nowadays have more technological skills and
would need more effort to co-create in an offline customer-employee relationship. Put simply,
companies should build online experience environments where people can co-create their
own unique personalized experience.
57
5. Limitations and further research
5.1 Limitations of the research
In this master dissertation, CC was approached by a B2C side from a customer‟s
perspective. As mentioned under section 2.6, people can co-create for personal use and in
NPD. The experiment only captures CC for personal use.
The questionnaire was solely completed by Belgian respondents. As this master thesis is
written in English and thus the survey too, an understanding of Basic English to fill out the
survey was required. As a consequence, people with little or no acquaintance of this
language were excluded from participation.
A third limitation is about the online fulfilment of the questionnaire. In the first trimester of
2010, Eurostat calculated that 73% of the Belgian households dispose of an internet
connection11. Consequently, 27% of the households were prevented from participating.
A last limitation is the fact that the scenario based experiment talks about making your own
garment, computer, ball pen and car in general. There were no existing brands for each of
the products mentioned or taken into account. Etgar (2008) indicates the importance of
product linked factors as a prior condition for consumers to be willing to co-create. The
existence of powerful brands such as designer clothing (for example Armani) have
developed brand personalities to convince consumers with a specific product attribute matrix
to fit the customer needs best (Ries & Trout, 2000; Aaker, 1996). In this case, consumers will
not be interested in changing or customizing a famous brand because it will lose its social or
psychological benefits of using or wearing such a brand. In the experiment, people were
asked to imagine creating their own garment. As a starting position they could make the
association with their own clothing brands or car brand. These can include such brand
personalities and may therefore have an influence on the results.
11
< http://datanews.rnews.be/nl/ict/nieuws/nieuwsoverzicht/2010/12/15/driekwart-belgische-gezinnen-heeft-
toegang-tot-internet/article-1194888897273.htm>. Accessed 10/05/2011.
58
5.2 Directions for further research and managerial implications
The book The Power of Co-Creation: Build It With Them to Boost Growth, Productivity, and
Profits (Ramaswamy & Gouillart, 2010) is an illustration for managers how CC of value is the
next business paradigm for all enterprises in the 21st century, and how the next generation
of organizations entails building capabilities for a co-creative enterprise12. The question is
whether the company is ready to embrace the new framework of CC. Traditional roles of the
firm are being challenged (supra, p.20) as the points of interaction between company and
consumer increase. These contact points provide opportunities for collaboration and
negotiation between company and consumer as well as opportunities for those processes to
break down (Prahalad & Ramswamy, 2004c). I think that a part of the answer may be found
in the culture of an organization. Schein (2010, p. 373-374) defines it as “A pattern of shared
basic assumptions that the group learned as it solved its problems of external adaptation and
internal integration, that has worked well enough to be considered valid and, therefore, to be
taught to new members as the correct way you perceive, think, and feel in relation to those
problems.” If everything in the organization is directed from top management, better known
as top-down approach, the need to change from a company-centric view to a customer-
centric view might not be visible or if it is recognized by lower levels, not accepted by the
institutional leaders of the firm. Lower levels of management are closer to the consumers,
communicate more with them and thus know more about changes in the marketplace. Put
simply, how does organization culture affect the ability to adapt the new EE along with the
concept of CC?
Many of the current mass customization and emerging CC applications occur online. At this
moment almost 2 billion people out of a worldwide population of 6.85 billion people have an
internet connection13. This penetration amount will still grow in the future. As the web can
provide an unprecedented number of touch-points between firm and end-consumer, so it will
be interesting for companies to have the ability to co-create on a global scale in order to
boost profits.
CC/CP takes place in mature economies and not in emerging or growing markets
(Johansson, 2006). In emerging markets, the focus is on the consumption of basic products
to fulfill the needs of people. In the early stages of a country‟s economic development,
customers are not that interested in customizing products but rather survive with existing
12
Visit <http://www.powerofcocreation.com/content/about-book>. Accessed 09/04/2011.
13 Visit <http://www.internetworldstats.com/stats.htm>. Accessed 11/04/2011.
59
regular products. In growth markets CC is not an issue. Growth economies provide
developments that create mass markets. Customers want to improve their living standards
by buying low cost, mass produced and standardized goods (Etgar, 2008). Brazil, Russia,
India and China - better known as the BRIC countries - are examples of such fast growing
markets. Once they reach the phase of maturity, it is just a question of how companies will
respond to these evolutions and try to get a first mover advantage by leveraging the concept
of CC.
As CC initiatives in NPD for market launch may rise to successful new ideas and outputs,
one can ask oneself whether the company or the consumer as co-creator/co-innovator has
the right of ownership of intellectual property. Some people may be co-creating because of
motives discussed in section 2.4 where little or no importance is given to economic motives.
Other people might be co-creating only because of extrinsic motivation, in particular financial
rewards, and this can cause some potential problems. Suppose your submission for a
famous company has become a great success and you are rewarded only € 500. Is this
sufficient to motivate people to generate successful ideas? This can create perceptions of
unfairness among contributing consumers. Do they want to retain full ownership over
intellectual property? Should there be a policy of consistency in intellectual property? As
firms and CC contributors want the intellectual property rights for themselves, this issue
should be carefully investigated so that it may not become a serious impediment for
engaging in CC activities (Interview with Mr. Goedertier, 10/02/2011, Vlerick Leuven
Management School; Hoyer, 2010).
XII
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Figures
XX
Figure 1: The process of experiencing. (Boswijk et al., 2007)
Figure 2: Motives of people. (Boswijk et al., 2007)
XXI
Figure 3: Actors in the creation of a meaningful experience. (Boswijk et al., 2007)
Degree of direction
100%
Staging
Staging of First generation
experience
CC
setting by
Second
generation
supplier
Self-
direction
Third generation
0%
0%
100%
Staging of experience setting by
individual
Figure 4: Progression of economic value. (Pine & Gilmore, 1999)
XXII
Figure 5: The coffee progression. (Pine & Gilmore, 1999)
Figure 6: CC matrix. (LSE Enterprise, 2008)
XXIII
Figure 7: GDL versus SDL on value creation. (Vargo, Maglio & Akaka, 2008)
Figure 8: Building blocks of the DART model combined. (Prahalad & Ramaswamy,
2004c)
Combined building blocks/ Effect New capabilities
Dialogue & risk assessment Debate and co-develop public and private
choices
Access & dialogue Develop and maintain thematic communities
Risk assessment & Transparency Co-develop trust
Transparency & access Make informed choices
XXIV
Figure 9: Motive categories for engaging in virtual CC projects. (Füller, 2010)
XXV
Figure 10: Proposed impact of personal characteristics on consumer motives. (Füller,
2010)
Figure 11: Relationship between types of adopters classified by innovativeness and
their location on the adoption curve. (Rogers, 1995)
XXVI
Figure 12: Classification of experimental designs. (Based on De Pelsmacker & Van
Kenhove, 2006)
Natural classical design True classical design True statistical design
Time series or trend: Before-after design with
control group
Completely randomized design
- After only design Four group six study
design
Full factorial design
- Before - after design After only design with
control group
Fractional factorial design
- Panel Randomized block design
- Ex post facto Latin square
Cross sectional design
Figure 13: Interaction effect degree of CC and technology on customer enjoyment.
XXVII
Figure 14: Interaction effect degree of CC and technology on cognitive effort and
ability.
Figure 15: Interaction effect degree of CC and technology on WTP Garment.
XXVIII
Figure 16: Types of motivation and regulation within SDT. (Vansteenkiste, Ryan &
Deci, 2008)
XXIX
Appendices
XXX
Two independent variables: Degree of CC (High/Low) * Technology (Online/Offline) results in
four scenarios.
Online Offline
High CC degree X1 X2
Low CC degree X3 X4
In all scenarios (X1, X2, X3 and X4) the following socio-demographics were asked: gender,
age, education and profession.
In the two online scenarios (X1 and X3) respondents were asked if they have already bought
once something online, if they possess a credit card and frequency of internet usage.
Scenario X1: High degree of CC + Online
Imagine that you're sitting at your desk behind your computer connected to the World Wide
Web and you want to buy a garment. You search for the site
www.makeyourowngarment.com where you have the chance to create a garment.
You start from a white screen. To support the process of creating your own piece, the
website provides you with a software package that contains everything you need to make a
garment (you can create any garment you like: T-shirt, trousers...). You decide FULLY about
the shape, colors, design, materials... while making your creation.
It is not just an option menu from which you choose the colors or designs. You imagine
how your ideal garment looks like and with the support of the software you can draw, design,
shape... until your desired result is obtained. In other words, there are NO limitations on
your creation! You can make your own garment look like whatever you want.
You can dialogue with other people‟s creation, give comments, ideas,… You can also check
the progress of your creation on the manufacturing plant‟s website and dialogue with
employees about the eventual risks associated with your creation.
Appendix A: Survey scenario based experiment
XXXI
After you made your own garment, you get the option to let the company manufacture it for
you and buy it.
Please keep this information in mind when answering the next questions.
A. Enjoyment (Dabholkar,1996)
On a 7-point scale, according to the scenario (create garment online, no limitations, support
of software) this will be:
1. Enjoyable.
2. Entertaining.
3. Fun.
4. Interesting.
B. WTP (McGraw&Tetlock,2005)
Suppose that the average market price in a shopping store for the type (T-shirt, trousers...) of
garment you want to create is €25.
1. Would you pay €30 for your creation according to the scenario? (= medium price
increase of 20%)
2. If answer is „yes‟ on question 1: Would you pay €35? (= high price increase of 40%)
3. If answer is „no‟ on question 1: Would you pay €27.5? (= low price increase of 10%)
4. What is the maximum amount you want to pay (in €) for your creation according to the
scenario?
C. Cognitive effort and ability (Davis,1989)
On a 7-point scale, according to the scenario (creating your garment online with the support
of a software package…
1. I would become confused when I use the internet software.
2. I would find it cumbersome to use the internet.
3. I find it easy to get the internet software to do what I want it to do.
4. I would find the internet software rigid and inflexible to interact with.
5. Interacting with internet software will be frustrating.
6. I will find it easy to learn how to work with the internet software.
7. Interacting with internet software will be easy for me to understand.
8. Overall, I find internet software easy to use.
D. Involvement (Bauer, Sauer, Becker, 2006)
In the scenario you were asked to create any garment you like. The next questions are
general questions about garments. On a 7-point scale, a garment...
XXXII
1. Tells other people something about me.
2. Helps me express my personality.
3. Does not reflect my personality.
4. Is part of my self-image.
5. Is not relevant to me.
6. Does not matter to me.
7. Is of no concern to me.
8. Is important to me.
9. Is fun.
10. Is fascinating.
11. Is exciting.
12. Is interesting.
After these questions, the survey (except the questions under C. Cognitive effort and ability)
is repeated for the following products:
Computer (WTP: Suppose average market price is €700)
Ball pen (WTP: Suppose average market price is €2)
Car (WTP: Suppose average market price is € 25.000)
XXXIII
Scenario X2: High degree of CC + Offline
Imagine that you go outside to a clothing shop A that provides a service to create your own
garment together with an employee. You sit together with the employee at a desk with a
white page in front of you and supporting materials to make drawings. You give your ideas to
the employee and create together with the employee your own garment piece.
You decide FULLY about the shape, colors, design, materials and so on.
It is not just an option menu from which you choose the colors or designs. You imagine
how your ideal garment looks like and with the support of the software you can draw, design,
shape... until your desired result is obtained.
In other words, there are NO limitations on your creation! You make your own garment look
like whatever you want. You can dialogue with the employee about eventual risks associatd
with your creation. After you made your own garment, you get the option to let the company
manufacture it for you and buy it.
Please keep this information in mind when answering the following questions.
A. Enjoyment (Dabholkar,1994)
On a 7-point scale, according to the scenario (create garment together with an employee, no
limitations, supporting materials) this will be:
1. Enjoyable.
2. Entertaining.
3. Fun.
4. Interesting.
XXXIV
B. WTP (McGraw&Tetlock,2005)
Suppose that the average market price in a shopping store for the type (T-shirt, trousers...) of
garment you want to create is €25.
1. Would you pay €30 for your creation according to the scenario? (= medium price
increase of 20%)
2. If answer is „yes‟ on question 1: Would you pay €35? (= high price increase of 40%)
3. If answer is „no‟ on question 1: Would you pay €27.5? (= low price increase of 10%)
4. What is the maximum amount you want to pay (in €) for your creation according to the
scenario?
C. Cognitive effort and ability (Davis,1989)
On a 7-point scale, according to the scenario (creating your garment together with an
employee, no limitations…
1. I would find it cumbersome to interact with the employee.
2. I would it hard to create the garment together with the employee exactly the way I
want it to look like.
3. I will be easy to interact with the employee about how the garment must look like.
4. Creating a garment together with an employee will be frustrating.
5. It will cost me a lot of effort to create the garment piece with the employee.
D. Product involvement (Bauer,Sauer,Becker,2006)
In the scenario you were asked to create any garment you like. The next questions are
general questions about garments. On a 7-point scale, a garment...
1. Tells other people something about me.
2. Helps me express my personality.
3. Does not reflect my personality.
4. Is part of my self-image.
5. Is not relevant to me.
6. Does not matter to me.
7. Is of no concern to me.
8. Is important to me.
9. Is fun.
10. Is fascinating.
11. Is exciting.
12. Is interesting.
XXXV
After these questions, the survey (except the questions under C. Cognitive effort and ability)
is repeated for the following products:
Computer (WTP: Suppose average market price is €700)
Ball pen (WTP: Suppose average market price is €2)
Car (WTP: Suppose average market price is € 25.000)
Scenario X3: Low degree of CC + Online
Imagine that you're sitting at your desk behind your computer connected to the world wide
web and you want to buy a garment. You search for the site www.makeyourowngarment.com
where you have the chance to create a garment.
There are limitations on your creation. The website provides you with an option menu from
which you can choose between X different types of garments, X different colors, X different
shapes, X different materials, X different designs... to customize your own garment.
For example: you could choose between 20 colors and chose dark blue, you picked design
number 14, shape 2....
After you made your own garment by choosing from the option menu, you get the option to
let the company manufacture it for you and buy it.
Please keep this information in mind when answering the next questions.
The same questions as in scenario X1 were asked, putting emphasis on the characteristics
of this scenario: creation with limitations instead of no limitations and support of option menu
instead of software package.
XXXVI
Scenario X4: Low degree of CC + Offline
Imagine that you go outside to a clothing shop A that provides a service to create your own
garment together with an employee. You sit together with the employee at a desk to create
the garment.
There are limitations on your creation. The employee gives you an option menu from
which you choose between X different types of garments, X different colors, X different
designs, X different shapes… to customize your own garment.
For example: you could choose between 20 colors and chose dark blue, you picked design
number 14, shape 2....
After you made your own garment, you get the option to let the company manufacture it for
you and buy it.
Please keep this information in mind when answering the following questions.
The same questions as in scenario X2 were asked, putting emphasis on the characteristics
of this scenario: creation with limitations instead of no limitations and support of option menu
instead of software package.
XXXVII
1. Enjoyment: based on Dabholkar (1996, p. 39)
2. WTP: based on Foreit (2004, p. 6)
Appendix B: Scales used for the questionnaire
XXXVIII
3. Cognitive effort and ability: based on Davis (1989, p. 324)
4. Product involvement: based on Bauer et al. (2006, p. 350)
XXXIX
Enjoyment
Case Processing Summary
N %
Cases Valid 34 22,8
Excludeda 115 77,2
Total 149 100,0
a. Listwise deletion based on all variables
in the procedure.
Reliability Statistics
Cronbach's
Alpha N of Items
,940 16
Item-Total Statistics
Scale Mean if
Item Deleted
Scale Variance if
Item Deleted
Corrected Item-
Total Correlation
Cronbach's
Alpha if Item
Deleted
X1 – Garment - Enjoyable 72,47 280,499 ,801 ,934
X1 – Garment - Entertaining 72,38 281,516 ,848 ,933
X1 – Garment - Fun 72,44 282,618 ,790 ,934
X1 – Garment - Interesting 72,53 281,772 ,696 ,936
X1 – Computer - Enjoyable 73,62 289,092 ,622 ,938
X1 – Computer - Entertaining 73,59 285,765 ,714 ,936
X1 – Computer - Fun 73,59 286,734 ,675 ,937
X1 – Computer - Interesting 72,94 289,390 ,611 ,938
X1 – Ball pen - Enjoyable 73,62 273,395 ,782 ,934
X1 – Ball pen - Entertaining 73,62 278,546 ,714 ,936
X1 – Ball pen - Fun 73,41 280,250 ,718 ,936
X1 – Ball pen - Interesting 74,06 284,966 ,686 ,936
X1 – Car - Enjoyable 72,15 297,644 ,575 ,939
X1 – Car - Entertaining 72,15 296,857 ,619 ,938
X1 – Car - Fun 72,21 298,714 ,571 ,939
X1 – Car - Interesting 72,15 302,735 ,489 ,940
Appendix C: SPSS output internal consistency constructs in scenario X1
XL
Cognitive effort and ability
Case Processing Summary
N %
Cases Valid 34 22,8
Excludeda 115 77,2
Total 149 100,0
a. Listwise deletion based on all variables in the
procedure.
Item-Total Statistics
Scale Mean if
Item Deleted
Scale Variance if
Item Deleted
Corrected Item-
Total Correlation
Cronbach's
Alpha if Item
Deleted
X1 - I would become
confused when I use the
internet software
24,59 66,856 ,741 ,899
X1 - I would find it
cumbersome (lastig) to use
the internet software
24,85 63,584 ,920 ,883
X1 - I would find it hard to get
the internet software to do
what I want it to do
24,79 65,926 ,839 ,891
X1 - I would find the internet
software rigid and inflexible
to interact with
25,09 81,962 ,206 ,936
X1 - Interacting with the
internet software will be
frustrating
24,59 69,522 ,645 ,907
X1 - I will find it hard how to
work with the internet
software
25,06 67,269 ,713 ,902
X1 - Interacting with the
internet software will be hard
for me to understand
25,06 66,360 ,790 ,895
X1 - Overall, I find internet
software hard to use
25,06 65,451 ,860 ,889
Reliability Statistics
Cronbach's
Alpha N of Items
,913 8
XLI
Product involvement
Case Processing Summary
N %
Cases Valid 34 22,8
Excludeda 115 77,2
Total 149 100,0
a. Listwise deletion based on all variables in the
procedure.
Item-Total Statistics
Scale Mean if
Item Deleted
Scale Variance if
Item Deleted
Corrected Item-
Total Correlation
Cronbach's
Alpha if Item
Deleted
X1 – Garment - helps me to express my
personality
199,62 1234,971 ,571 ,930
X1 – Garment - tells other people
something about me
199,47 1245,348 ,646 ,930
X1 – Garment - is part of my self- image 199,56 1248,799 ,499 ,930
X1 – Garment – reflects my personality 199,97 1242,272 ,405 ,931
X1 – Garment – is relevant for me 199,56 1234,739 ,584 ,930
X1 – Garment - matters to me 199,56 1219,769 ,704 ,929
X1 – Garment – is of concern to me 199,50 1219,227 ,633 ,929
X1 – Garment - is important to me 199,79 1219,017 ,670 ,929
X1 – Garment - is fun 199,88 1226,895 ,655 ,929
X1 – Garment - is fascinating 200,18 1218,150 ,633 ,929
X1 – Garment - is interesting 199,82 1233,241 ,624 ,929
X1 – Garment - is exciting 200,29 1227,305 ,543 ,930
X1 – Computer - helps me to express
my personality
202,24 1220,852 ,610 ,929
X1 – Computer - tells other people
something about me
202,26 1234,443 ,532 ,930
X1 – Computer - is part of my self-
image
202,35 1238,599 ,501 ,930
X1 – Computer – reflects my
personality
202,03 1256,817 ,233 ,932
Reliability Statistics
Cronbach's
Alpha N of Items
,932 48
XLII
X1 – Computer – is relevant for me 200,94 1237,269 ,334 ,932
X1 – Computer - matters to me 200,68 1221,619 ,448 ,931
X1 – Computer – is of concern to me 200,76 1207,882 ,564 ,929
X1 – Computer - is important to me 200,59 1231,401 ,388 ,931
X1 – Computer - is fun 200,50 1231,227 ,456 ,930
X1 – Computer - is fascinating 200,88 1234,410 ,425 ,931
X1 – Computer - interesting 200,21 1239,744 ,410 ,931
X1 – Computer – is exciting 201,15 1240,069 ,389 ,931
X1 – Ball pen - helps me to express my
personality
202,41 1265,583 ,200 ,932
X1 – Ball pen - tells other people
something about me
202,21 1251,865 ,311 ,931
X1 – Ball pen - is part of my self- image 202,56 1238,496 ,490 ,930
X1 – Ball pen – reflects my personality 202,15 1249,826 ,270 ,932
X1 – Ball pen – is relevant for me 201,68 1226,347 ,428 ,931
X1 – Ball pen - matters to me 202,06 1212,299 ,612 ,929
X1 – Ball pen – is of concern to me 201,65 1214,660 ,532 ,930
X1 – Ball pen - is important to me 201,97 1209,908 ,643 ,929
X1 – Ball pen - is fun 201,29 1272,396 ,089 ,934
X1 – Ball pen - is fascinating 201,88 1252,107 ,300 ,932
X1 – Ball pen - is interesting 201,76 1273,276 ,105 ,933
X1 – Ball pen - is exciting 202,12 1253,319 ,312 ,931
X1 – Car - helps me to express my
personality
199,97 1244,332 ,345 ,931
X1 – Car - tells other people something
about me
199,88 1232,531 ,491 ,930
X1 – Car - is part of my self- image 200,24 1238,791 ,391 ,931
X1 – Car – reflects my personality 200,29 1239,184 ,355 ,931
X1 – Car – is relevant for me 200,06 1208,663 ,651 ,929
X1 – Car - matters to me 199,94 1219,875 ,670 ,929
X1 – Car – is of concern to me 199,82 1224,574 ,606 ,929
X1 – Car - is important to me 200,15 1217,281 ,602 ,929
X1 – Car - is fun 199,50 1256,258 ,326 ,931
X1 – Car - is fascinating 199,82 1249,362 ,411 ,931
X1 – Car - is interesting 199,79 1260,653 ,306 ,931
X1 – Car - is exciting 200,00 1237,879 ,517 ,930
XLIII
SCENARIO X2 Enjoyment Cognitive effort and
ability
Product
involvement
Garment,
computer, ball pen
and car
0.88 0.86 0.93
SCENARIO X3 Enjoyment Cognitive effort and
ability
Product
involvement
Garment,
computer, ball pen
and car
0.87 0.86 0.90
SCENARIO X4 Enjoyment Cognitive effort and
ability
Product
involvement
Garment,
computer, ball pen
and car
0.91 0.85 0.93
Appendix D: Internal consistency constructs in scenarios X2, X3 and X4
XLIV
Between-Subjects Factors
Value Label N
Degree of CC 1 High 76
2 Low 73
Technology 1 Online 64
2 Offline 85
Descriptive Statistics
Dependent Variable:SSEnjoymentX1234
Degree of CC Technology Mean Std. Deviation N
High Online 5,1400 1,35811 34
Offline 4,5551 ,98736 42
Total 4,8167 1,19592 76
Low Online 4,2792 ,86334 30
Offline 4,7064 ,95553 43
Total 4,5308 ,93681 73
Total Online 4,7365 1,22340 64
Offline 4,6316 ,96858 85
Total 4,6767 1,08272 149
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSEnjoymentX1234
F df1 df2 Sig.
2,269 3 145 ,083
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix E: SPSS output dependent variable „Enjoyment‟
XLV
Parameter Estimates
Dependent Variable:SSEnjoymentX1234
Parameter B Std. Error t Sig.
95% Confidence Interval
Lower Bound Upper Bound
Intercept 4,706 ,161 29,306 ,000 4,389 5,024
[DegreeCC=1] -,151 ,228 -,662 ,509 -,603 ,300
[DegreeCC=2] 0a . . . . .
[Technology=1] -,427 ,251 -1,705 ,090 -,922 ,068
[Technology=2] 0a . . . . .
[DegreeCC=1] *
[Technology=1]
1,012 ,349 2,900 ,004 ,322 1,702
[DegreeCC=1] *
[Technology=2]
0a . . . . .
[DegreeCC=2] *
[Technology=1]
0a . . . . .
[DegreeCC=2] *
[Technology=2]
0a . . . . .
a. This parameter is set to zero because it is redundant.
Tests of Between-Subjects Effects
Dependent Variable:SSEnjoymentX1234
Source
Type III Sum
of Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 12,698a 3 4,233 3,817 ,011 ,073
Intercept 3177,891 1 3177,891 2865,628 ,000 ,952
DegreeCC 4,584 1 4,584 4,134 ,044 ,028
Technology ,227 1 ,227 ,204 ,652 ,001
DegreeCC * Technology 9,330 1 9,330 8,413 ,004 ,055
Error 160,800 145 1,109
Total 3432,301 149
Corrected Total 173,499 148
a. R Squared = ,073 (Adjusted R Squared = ,054)
XLVI
Estimated Marginal Means
Grand Mean
Dependent Variable:SSEnjoymentX1234
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
4,670 ,087 4,498 4,843
Degree of CC
Estimates
Dependent Variable:SSEnjoymentX1234
Degree
of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High 4,848 ,121 4,607 5,088
Low 4,493 ,125 4,245 4,740
Pairwise Comparisons
Dependent Variable:SSEnjoymentX1234
(I)
Degree
of CC
(J)
Degree
of CC
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
High Low ,355* ,174 ,044 ,010 ,700
Low High -,355* ,174 ,044 -,700 -,010
Based on estimated marginal means
*. The mean difference is significant at the ,05 level.
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSEnjoymentX1234
Sum of Squares df Mean Square F Sig.
Contrast 4,584 1 4,584 4,134 ,044
Error 160,800 145 1,109
The F tests the effect of Degree of CC. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
XLVII
Technology
Estimates
Dependent Variable:SSEnjoymentX1234
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 4,710 ,132 4,449 4,970
Offline 4,631 ,114 4,405 4,856
Pairwise Comparisons
Dependent Variable:SSEnjoymentX1234
(I)
Technolog
y
(J)
Technolog
y
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
Online Offline ,079 ,174 ,652 -,266 ,424
Offline Online -,079 ,174 ,652 -,424 ,266
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSEnjoymentX1234
Sum of Squares df Mean Square F Sig.
Contrast ,227 1 ,227 ,204 ,652
Error 160,800 145 1,109
The F tests the effect of Technology. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSEnjoymentX1234
Degree
of CC
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High Online 5,140 ,181 4,783 5,497
Offline 4,555 ,162 4,234 4,876
Low Online 4,279 ,192 3,899 4,659
Offline 4,706 ,161 4,389 5,024
XLVIII
XLIX
L
Between-Subjects Factors
Value Label N
Degree of CC 1 High degree of CC 76
2 Low degree of CC 73
Technology 1 Online 64
2 Offline 85
Descriptive Statistics
Dependent Variable:SSEffortX1234
Degree of CC
Technolog
y Mean Std. Deviation N
High degree of CC Online 3,5551 1,17389 34
Offline 4,4333 1,33319 42
Total 4,0405 1,33086 76
Low degree of CC Online 3,4958 1,23066 30
Offline 3,4558 1,22149 43
Total 3,4723 1,21687 73
Total Online 3,5273 1,19159 64
Offline 3,9388 1,36208 85
Total 3,7621 1,30352 149
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSEffortX1234
F df1 df2 Sig.
,249 3 145 ,862
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix F: SPSS output dependent variable „Cognitive effort and ability‟
LI
Tests of Between-Subjects Effects
Dependent Variable:SSEffortX1234
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 26,540a 3 8,847 5,703 ,001 ,106
Intercept 2032,661 1 2032,661 1310,313 ,000 ,900
DegreeCC 9,790 1 9,790 6,311 ,013 ,042
Technology 6,398 1 6,398 4,124 ,044 ,028
DegreeCC * Technology 7,678 1 7,678 4,949 ,028 ,033
Error 224,935 145 1,551
Total 2360,310 149
Corrected Total 251,476 148
a. R Squared = ,106 (Adjusted R Squared = ,087)
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSEffortX1234
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
3,735 ,103 3,531 3,939
Degree of CC Estimates
Dependent Variable:SSEffortX1234
Degree of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High degree of CC 3,994 ,144 3,710 4,278
Low degree of CC 3,476 ,148 3,183 3,769
LII
Pairwise Comparisons
Dependent Variable:SSEffortX1234
(I) Degree of CC (J) Degree of CC
Mean Difference
(I-J) Std. Error Sig.a
95% Confidence Interval for
Differencea
Lower Bound Upper Bound
High degree of CC Low degree of CC ,518* ,206 ,013 ,111 ,926
Low degree of CC High degree of CC -,518* ,206 ,013 -,926 -,111
Based on estimated marginal means
*. The mean difference is significant at the ,05 level.
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSEffortX1234
Sum of Squares df Mean Square F Sig.
Contrast 9,790 1 9,790 6,311 ,013
Error 224,935 145 1,551
The F tests the effect of Degree of CC. This test is based on the linearly independent
pairwise comparisons among the estimated marginal means.
Parameter Estimates
Dependent Variable:SSEffortX1234
Parameter B Std. Error t Sig.
95% Confidence Interval
Lower Bound Upper Bound
Intercept 3,456 ,190 18,194 ,000 3,080 3,831
[DegreeCC=1] ,978 ,270 3,618 ,000 ,443 1,512
[DegreeCC=2] 0a . . . . .
[Technology=1] ,040 ,296 ,135 ,893 -,546 ,626
[Technology=2] 0a . . . . .
[DegreeCC=1] * [Technology=1] -,918 ,413 -2,225 ,028 -1,734 -,102
[DegreeCC=1] * [Technology=2] 0a . . . . .
[DegreeCC=2] * [Technology=1] 0a . . . . .
[DegreeCC=2] * [Technology=2] 0a . . . . .
a. This parameter is set to zero because it is redundant.
LIII
Technology
Estimates
Dependent Variable:SSEffortX1234
Technolo
gy Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 3,525 ,156 3,217 3,834
Offline 3,945 ,135 3,678 4,212
Pairwise Comparisons
Dependent Variable:SSEffortX1234
(I)
Technolo
gy
(J)
Technolo
gy
Mean Difference
(I-J) Std. Error Sig.a
95% Confidence Interval for
Differencea
Lower Bound Upper Bound
Online Offline -,419* ,206 ,044 -,827 -,011
Offline Online ,419* ,206 ,044 ,011 ,827
Based on estimated marginal means
*. The mean difference is significant at the ,05 level.
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSEffortX1234
Sum of Squares df Mean Square F Sig.
Contrast 6,398 1 6,398 4,124 ,044
Error 224,935 145 1,551
The F tests the effect of Technology. This test is based on the linearly independent
pairwise comparisons among the estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSEffortX1234
Degree of CC
Technolo
gy Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High degree of CC Online 3,555 ,214 3,133 3,977
Offline 4,433 ,192 4,053 4,813
Low degree of CC Online 3,496 ,227 3,046 3,945
Offline 3,456 ,190 3,080 3,831
LIV
LV
LVI
Between-Subjects Factors
N
1= High degree of CC; 2= Low
degree of CC
1 76
2 73
1= Online; 2= Offline 1 64
2 85
Descriptive Statistics
Dependent Variable:SSWTPGarment
1= High degree of
CC; 2= Low degree of
CC
1= Online; 2=
Offline Mean Std. Deviation N
1 1 50,2941 34,04501 34
2 41,1905 14,84922 42
Total 45,2632 25,52038 76
2 1 30,5333 18,84553 30
2 37,2791 15,02272 43
Total 34,5068 16,90753 73
Total 1 41,0312 29,48552 64
2 39,2118 14,97784 85
Total 39,9933 22,32091 149
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPGarment
F df1 df2 Sig.
3,906 3 145 ,010
Tests the null hypothesis that the error variance of the dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology + DegreeCC * Technology
Appendix G: SPSS output dependent variable „WTP‟ Garment
LVII
Tests of Between-Subjects Effects
Dependent Variable:SSWTPGarment
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 6669,340a 3 2223,113 4,806 ,003 ,090
Intercept 231084,897 1 231084,897 499,605 ,000 ,775
DegreeCC 5103,091 1 5103,091 11,033 ,001 ,071
Technology 50,630 1 50,630 ,109 ,741 ,001
DegreeCC * Technology 2287,604 1 2287,604 4,946 ,028 ,033
Error 67067,653 145 462,536
Total 312057,000 149
Corrected Total 73736,993 148
a. R Squared = ,090 (Adjusted R Squared = ,072)
Parameter Estimates
Dependent Variable:SSWTPGarment
Parameter B Std. Error t Sig.
95% Confidence Interval
Lower Bound Upper Bound
Intercept 37,279 3,280 11,366 ,000 30,797 43,761
[DegreeCC=1] 3,911 4,666 ,838 ,403 -5,310 13,133
[DegreeCC=2] 0a . . . . .
[Technology=1] -6,746 5,116 -1,319 ,189 -16,858 3,366
[Technology=2] 0a . . . . .
[DegreeCC=1] *
[Technology=1]
15,849 7,127 2,224 ,028 1,764 29,935
[DegreeCC=1] *
[Technology=2]
0a . . . . .
[DegreeCC=2] *
[Technology=1]
0a . . . . .
[DegreeCC=2] *
[Technology=2]
0a . . . . .
a. This parameter is set to zero because it is redundant.
LVIII
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSWTPGarment
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
39,824 1,782 36,303 43,346
Degree of CC
Estimates
Dependent Variable:SSWTPGarment
Degree
of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High 45,742 2,481 40,839 50,645
Low 33,906 2,558 28,850 38,962
Pairwise Comparisons
Dependent Variable:SSWTPGarment
(I)
Degree
of CC
(J)
Degree
of CC
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
High Low 11,836* 3,563 ,001 4,793 18,879
Low High -11,836* 3,563 ,001 -18,879 -4,793
Based on estimated marginal means
*. The mean difference is significant at the ,05 level.
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPGarment
Sum of Squares df Mean Square F Sig.
Contrast 5103,091 1 5103,091 11,033 ,001
Error 67067,653 145 462,536
The F tests the effect of Degree of CC. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
LIX
Technology
Estimates
Dependent Variable:SSWTPGarment
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 40,414 2,694 35,090 45,738
Offline 39,235 2,333 34,624 43,846
Pairwise Comparisons
Dependent Variable:SSWTPGarment
(I)
Technolog
y
(J)
Technolog
y
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
Online Offline 1,179 3,563 ,741 -5,864 8,222
Offline Online -1,179 3,563 ,741 -8,222 5,864
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPGarment
Sum of Squares df Mean Square F Sig.
Contrast 50,630 1 50,630 ,109 ,741
Error 67067,653 145 462,536
The F tests the effect of Technology. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSWTPGarment
Degree
of CC
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High Online 50,294 3,688 43,004 57,584
Offline 41,190 3,319 34,632 47,749
Low Online 30,533 3,927 22,773 38,294
Offline 37,279 3,280 30,797 43,761
LX
LXI
LXII
Between-Subjects Factors
Value Label N
Degree of CC 1 High 68
2 Low 67
Technology 1 Online 57
2 Offline 78
Descriptive Statistics
Dependent Variable:SSWTPComputer
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 807,8333 204,22133 30
Offline 878,1579 299,11451 38
Total 847,1324 262,10303 68
Low Online 781,8519 173,91503 27
Offline 791,3750 133,72852 40
Total 787,5373 150,01609 67
Total Online 795,5263 189,24116 57
Offline 833,6538 232,28352 78
Total 817,5556 215,23925 135
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPComputer
F df1 df2 Sig.
3,918 3 131 ,010
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix H: SPSS output dependent variable „WTP‟ Computer
LXIII
Tests of Between-Subjects Effects
Dependent Variable:SSWTPComputer
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 204231,332a 3 68077,111 1,485 ,221 ,033
Intercept 8,729E7 1 8,729E7 1904,746 ,000 ,936
DegreeCC 104496,720 1 104496,720 2,280 ,133 ,017
Technology 52394,263 1 52394,263 1,143 ,287 ,009
DegreeCC * Technology 30379,888 1 30379,888 ,663 ,417 ,005
Error 6003712,002 131 45829,863
Total 9,644E7 135
Corrected Total 6207943,333 134
a. R Squared = ,033 (Adjusted R Squared = ,011)
Parameter Estimates
Dependent Variable:SSWTPComputer
Parameter B
Std.
Error t Sig.
95% Confidence
Interval
Lower Bound Upper Bound Partial eta squared
Intercept 791,37
5
33,849 23,38
0
,000 724,414 858,336 ,807
[DegreeCC=1] 86,783 48,495 1,790 ,076 -9,152 182,718 ,024
[DegreeCC=2] 0a . . . . . .
[Technology=1] -9,523 53,321 -,179 ,859 -115,005 95,959 ,000
[Technology=2] 0a . . . . . .
[DegreeCC=1] * [Technology=1] -60,801 74,678 -,814 ,417 -208,533 86,930 ,005
[DegreeCC=1] * [Technology=2] 0a . . . . . .
[DegreeCC=2] * [Technology=1] 0a . . . . . .
[DegreeCC=2] * [Technology=2] 0a . . . . . .
a. This parameter is set to zero because
it is redundant.
LXIV
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSWTPComputer
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
814,805 18,670 777,872 851,737
Degree of CC
Estimates
Dependent Variable:SSWTPComputer
Degree
of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High 842,996 26,142 791,280 894,712
Low 786,613 26,661 733,872 839,354
Pairwise Comparisons
Dependent Variable:SSWTPComputer
(I)
Degree
of CC
(J)
Degree
of CC
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
High Low 56,382 37,339 ,133 -17,484 130,248
Low High -56,382 37,339 ,133 -130,248 17,484
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPComputer
Sum of Squares df Mean Square F Sig. Partial Eta Squared
Contrast 104496,720 1 104496,720 2,280 ,133 ,017
Error 6003712,002 131 45829,863
The F tests the effect of Degree of CC. This test is based on the linearly independent pairwise comparisons among
the estimated marginal means.
LXV
Technology
Estimates
Dependent Variable:SSWTPComputer
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 794,843 28,395 738,671 851,014
Offline 834,766 24,248 786,799 882,734
Pairwise Comparisons
Dependent Variable:SSWTPComputer
(I)
Technolog
y
(J)
Technolog
y
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
Online Offline -39,924 37,339 ,287 -113,790 33,942
Offline Online 39,924 37,339 ,287 -33,942 113,790
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPComputer
Sum of Squares df Mean Square F Sig. Partial Eta Squared
Contrast 52394,263 1 52394,263 1,143 ,287 ,009
Error 6003712,002 131 45829,863
The F tests the effect of Technology. This test is based on the linearly independent pairwise comparisons among the
estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSWTPComputer
Degree
of CC
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High Online 807,833 39,085 730,513 885,153
Offline 878,158 34,728 809,457 946,859
Low Online 781,852 41,200 700,349 863,354
Offline 791,375 33,849 724,414 858,336
LXVI
LXVII
LXVIII
Between-Subjects Factors
Value Label N
Degree of CC 1 High 56
2 Low 47
Technology 1 Online 47
2 Offline 56
Descriptive Statistics
Dependent Variable:SSWTPBallpen
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 4,5833 4,66175 24
Offline 3,4016 3,18951 32
Total 3,9080 3,89487 56
Low Online 3,6957 5,79525 23
Offline 2,6750 1,75208 24
Total 3,1745 4,22649 47
Total Online 4,1489 5,20860 47
Offline 3,0902 2,67380 56
Total 3,5733 4,04607 103
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPBallpen
F df1 df2 Sig.
2,040 3 99 ,113
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix I: SPSS output dependent variable „WTP‟ Ball pen
LXIX
Tests of Between-Subjects Effects
Dependent Variable:SSWTPBallpen
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 45,139a 3 15,046 ,917 ,436 ,027
Intercept 1303,807 1 1303,807 79,448 ,000 ,445
DegreeCC 16,486 1 16,486 1,005 ,319 ,010
Technology 30,688 1 30,688 1,870 ,175 ,019
DegreeCC * Technology ,164 1 ,164 ,010 ,921 ,000
Error 1624,670 99 16,411
Total 2984,963 103
Corrected Total 1669,809 102
a. R Squared = ,027 (Adjusted R Squared = -,002)
Parameter Estimates
Dependent Variable:SSWTPBallpen
Parameter B Std. Error t Sig.
95% Confidence Interval Partial Eta
Squared Lower Bound Upper Bound
Intercept 2,675 ,827 3,235 ,002 1,034 4,316 ,096
[DegreeCC=1] ,727 1,094 ,664 ,508 -1,444 2,897 ,004
[DegreeCC=2] 0a . . . . . .
[Technology=1] 1,021 1,182 ,863 ,390 -1,325 3,366 ,007
[Technology=2] 0a . . . . . .
[DegreeCC=1] *
[Technology=1]
,161 1,611 ,100 ,921 -3,035 3,357 ,000
[DegreeCC=1] *
[Technology=2]
0a . . . . . .
[DegreeCC=2] *
[Technology=1]
0a . . . . . .
[DegreeCC=2] *
[Technology=2]
0a . . . . . .
a. This parameter is set to zero because it is redundant.
LXX
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSWTPBallpen
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
3,589 ,403 2,790 4,388
Degree of CC
Estimates
Dependent Variable:SSWTPBallpen
Degree
of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High 3,992 ,547 2,907 5,078
Low 3,185 ,591 2,013 4,358
Pairwise Comparisons
Dependent Variable:SSWTPBallpen
(I)
Degree
of CC
(J)
Degree
of CC
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
High Low ,807 ,805 ,319 -,791 2,405
Low High -,807 ,805 ,319 -2,405 ,791
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPBallpen
Sum of Squares df Mean Square F Sig. Partial Eta Squared
Contrast 16,486 1 16,486 1,005 ,319 ,010
Error 1624,670 99 16,411
The F tests the effect of Degree of CC. This test is based on the linearly independent pairwise comparisons among
the estimated marginal means.
LXXI
Technology
Estimates
Dependent Variable:SSWTPBallpen
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 4,139 ,591 2,967 5,312
Offline 3,038 ,547 1,953 4,124
Pairwise Comparisons
Dependent Variable:SSWTPBallpen
(I)
Technolog
y
(J)
Technolog
y
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
Online Offline 1,101 ,805 ,175 -,497 2,699
Offline Online -1,101 ,805 ,175 -2,699 ,497
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPBallpen
Sum of Squares df Mean Square F Sig. Partial Eta Squared
Contrast 30,688 1 30,688 1,870 ,175 ,019
Error 1624,670 99 16,411
The F tests the effect of Technology. This test is based on the linearly independent pairwise comparisons among the
estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSWTPBallpen
Degree
of CC
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High Online 4,583 ,827 2,943 6,224
Offline 3,402 ,716 1,981 4,823
Low Online 3,696 ,845 2,020 5,372
Offline 2,675 ,827 1,034 4,316
LXXII
LXXIII
LXXIV
Between-Subjects Factors
Value Label N
Degree of CC 1 High 69
2 Low 65
Technology 1 Online 59
2 Offline 75
Descriptive Statistics
Dependent Variable:SSWTPCar
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 43822,5806 53974,77009 31
Offline 38644,7368 44473,17866 38
Total 40971,0145 48664,05577 69
Low Online 29142,8571 5811,63766 28
Offline 29837,8378 9732,57278 37
Total 29538,4615 8225,01315 65
Total Online 36855,9322 39714,61240 59
Offline 34300,0000 32475,56254 75
Total 35425,3731 35724,64175 134
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPCar
F df1 df2 Sig.
4,388 3 130 ,006
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix J: SPSS output dependent variable „WTP‟ Car
LXXV
Tests of Between-Subjects Effects
Dependent Variable:SSWTPCar
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 4,840E9 3 1,613E9 1,272 ,287 ,029
Intercept 1,649E11 1 1,649E11 130,016 ,000 ,500
DegreeCC 4,547E9 1 4,547E9 3,585 ,061 ,027
Technology 1,657E8 1 1,657E8 ,131 ,718 ,001
DegreeCC * Technology 2,843E8 1 2,843E8 ,224 ,637 ,002
Error 1,649E11 130 1,268E9
Total 3,379E11 134
Corrected Total 1,697E11 133
a. R Squared = ,029 (Adjusted R Squared = ,006)
Parameter Estimates
Dependent Variable:SSWTPCar
Parameter B Std. Error t Sig.
95% Confidence Interval
Lower Bound Upper Bound
Intercept 29837,838 5855,168 5,096 ,000 18254,089 41421,587
[DegreeCC=1] 8806,899 8225,801 1,071 ,286 -7466,864 25080,662
[DegreeCC=2] 0a . . . . .
[Technology=1] -694,981 8921,071 -,078 ,938 -18344,253 16954,292
[Technology=2] 0a . . . . .
[DegreeCC=1] * [Technology=1] 5872,824 12405,028 ,473 ,637 -18669,040 30414,689
[DegreeCC=1] * [Technology=2] 0a . . . . .
[DegreeCC=2] * [Technology=1] 0a . . . . .
[DegreeCC=2] * [Technology=2] 0a . . . . .
a. This parameter is set to zero because it is redundant.
LXXVI
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSWTPCar
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
35362,003 3101,257 29226,537 41497,469
Degree of CC
Estimates
Dependent Variable:SSWTPCar
Degree
of CC Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High 41233,659 4309,850 32707,137 49760,181
Low 29490,347 4460,536 20665,711 38314,984
Pairwise Comparisons
Dependent Variable:SSWTPCar
(I)
Degree
of CC
(J)
Degree
of CC
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
High Low 11743,311 6202,514 ,061 -527,621 24014,244
Low High -11743,311 6202,514 ,061 -24014,244 527,621
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPCar
Sum of Squares df Mean Square F Sig.
Contrast 4,547E9 1 4,547E9 3,585 ,061
Error 1,649E11 130 1,268E9
The F tests the effect of Degree of CC. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
LXXVII
Technology
Estimates
Dependent Variable:SSWTPCar
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
Online 36482,719 4642,761 27297,571 45667,867
Offline 34241,287 4112,900 26104,406 42378,169
Pairwise Comparisons
Dependent Variable:SSWTPCar
(I)
Technolog
y
(J)
Technolog
y
Mean Difference (I-
J) Std. Error Sig.a
95% Confidence Interval for Differencea
Lower Bound Upper Bound
Online Offline 2241,432 6202,514 ,718 -10029,501 14512,364
Offline Online -2241,432 6202,514 ,718 -14512,364 10029,501
Based on estimated marginal means
a. Adjustment for multiple comparisons: Bonferroni.
Univariate Tests
Dependent Variable:SSWTPCar
Sum of Squares df Mean Square F Sig.
Contrast 1,657E8 1 1,657E8 ,131 ,718
Error 1,649E11 130 1,268E9
The F tests the effect of Technology. This test is based on the linearly independent pairwise
comparisons among the estimated marginal means.
Degree of CC * Technology
Dependent Variable:SSWTPCar
Degree
of CC
Technolog
y Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
High Online 43822,581 6396,750 31167,376 56477,785
Offline 38644,737 5777,613 27214,421 50075,052
Low Online 29142,857 6730,715 15826,943 42458,772
Offline 29837,838 5855,168 18254,089 41421,587
LXXVIII
LXXIX
LXXXI
Dependent
variable
Hypothesis Confirmed
or refuted
P-value
Enjoyment H1a: Regardless of the technology, customers that dispose of a high level to co-create have
a higher enjoyment than customers with a low level to co-create.
H1b: There is an interaction effect between degree of CC and technology on the one hand,
and customer enjoyment on the other hand.
H1c: Customers that dispose of a high level to co-create in an online environment have a
higher enjoyment than customers that dispose of a low level to co-create in an online environment.
H1d: Customers that dispose of a high level to co-create in an offline environment have a
higher enjoyment than customers that dispose of a low level to co-create in an offline environment.
H1e: Customers that dispose of a high level to co-create in an online environment have a
higher enjoyment than customer that dispose of a high level of CC in an offline environment.
H1f: Customers that dispose of a low level to co-create in an online environment have a
higher enjoyment than customer that dispose of a low level of CC in an offline environment.
0.04
< 0.01. Sign. Not sign Not sign. Not sign.
Cognitive
effort and
ability
H2a: Regardless the technology, customers that dispose of a high level to co-create need
more cognitive effort and ability than customers with a low level to co-create.
H2b: Regardless of the degree of CC, customers that co-create online need more cognitive
effort and ability than customers that co-create offline.
H2c: There is an interaction effect between degree of CC and technology on the one hand,
and customer cognitive effort and ability on the other hand.
0.01
0.04 0.03
Appendix K: Summary hypotheses with results.
LXXXII
H2d: Customers that dispose of a high level to co-create in an online environment need
more cognitive effort and ability than customers with a low level to co-create in an online
environment.
H2e: Customers that dispose of a high level to co-create in an offline environment need
more cognitive effort and ability than customers with a low level to co-create in an offline
environment.
H2f: Customers that dispose of a high level to co-create in an online environment need more
cognitive effort and ability than customers with a high level to co-create in an offline environment.
H2g: Customers that dispose of a low level to co-create in an online environment need more
cognitive effort and ability than customers with a low level to co-create in an offline environment.
Not sign. Sign. Sign.
Not sign.
WTP
garment
H3a: Regardless of the technology, customers that dispose of a high level to co-create are
willing to pay more than customers that dispose of a low level to co-create.
H3b: Regardless of the degree of CC, customers that co-create offline are more WTP than
customers that co-create online.
H3c: There is an interaction effect between degree of CC and technology on the one hand,
and customer WTP on the other hand.
H3d: Customers that dispose of a high level to co-create in an online environment have a
higher WTP than customers that dispose of a low level of co- creation in an online environment.
H3e: Customers that dispose of a high level to co-create in an offline environment have a
higher WTP than customers that dispose of a low level of co- creation in an offline environment.
H3f: Customers that dispose of a high level to co-create in an offline environment have a
higher WTP than customers that dispose of a high level to co-create in an online environment.
<0.01
0.74
0.03
Sign.
Not sign.
Not sign.
LXXXIII
H3g: Customers that dispose of a low level to co-create in an offline environment have a
higher WTP than customers that dispose of a low level to co-create in an online environment.
Not sign.
WTP
computer
H3a: Regardless of the technology, customers that dispose of a high level to co-create are
willing to pay more than customers that dispose of a low level to co-create.
H3b: Regardless of the degree of CC, customers that co-create offline are more WTP than
customers that co-create online.
H3c: There is an interaction effect between degree of CC and technology on the one hand,
and customer WTP on the other hand.
H3d-H3g
0.13
0.29
0.42
Not sign.
WTP ball
pen
H3a: Regardless of the technology, customers that dispose of a high level to co-create are
willing to pay more than customers that dispose of a low level to co-create.
H3b: Regardless of the degree of CC, customers that co-create offline are more WTP than
customers that co-create online.
H3c: There is an interaction effect between degree of CC and technology on the one hand,
and customer WTP on the other hand.
H3d-H3g
0.18
0.92
0.32
Not sign.
LXXXIV
WTP car
H3a: Regardless of the technology, customers that dispose of a high level to co-create are
willing to pay more than customers that dispose of a low level to co-create.
H3b: Regardless of the degree of CC, customers that co-create offline are more WTP than
customers that co-create online.
H3c: There is an interaction effect between degree of CC and technology on the one hand,
and customer WTP on the other hand.
H3d-H3g
0.06
0.72
0.64
Not sign.
LXXXV
Between-Subjects Factors
Value Label N
Degree of CC 1 High 53
2 Low 48
Technology 1 Online 41
2 Offline 60
Descriptive Statistics
Dependent Variable:SSWTPGarmentHighinvolv
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 53,5417 37,72092 24
Offline 42,5862 11,46584 29
Total 47,5472 27,02674 53
Low Online 33,7059 23,11051 17
Offline 38,0000 15,05324 31
Total 36,4792 18,18696 48
Total Online 45,3171 33,61059 41
Offline 40,2167 13,52598 60
Total 42,2871 23,79384 101
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPGarmentHighinvolv
F df1 df2 Sig.
4,031 3 97 ,010
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix L: SPSS output moderating variable „High product involvement‟ on WTP
Garment
LXXXVI
Tests of Between-Subjects Effects
Dependent Variable:SSWTPGarmentHighinvolv
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 4864,151a 3 1621,384 3,039 ,033 ,086
Intercept 168438,665 1 168438,665 315,718 ,000 ,765
DegreeCC 3566,525 1 3566,525 6,685 ,011 ,064
Technology 265,342 1 265,342 ,497 ,482 ,005
DegreeCC * Technology 1390,589 1 1390,589 2,606 ,110 ,026
Error 51750,522 97 533,511
Total 237223,000 101
Corrected Total 56614,673 100
a. R Squared = ,086 (Adjusted R Squared = ,058)
Estimated Marginal Means
Grand Mean
Dependent Variable:SSWTPGarmentHighinvolv
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
41,958 2,361 37,272 46,645
LXXXVII
LXXXVIII
Between-Subjects Factors
Value Label N
Degree of CC 1 High 36
2 Low 37
Technology 1 Online 33
2 Offline 40
Descriptive Statistics
Dependent Variable:SSWTPComputerHighinvolv
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 907,5000 167,63055 16
Offline 972,0000 342,66141 20
Total 943,3333 277,20029 36
Low Online 818,2353 209,44078 17
Offline 827,5000 143,44906 20
Total 823,2432 174,29308 37
Total Online 861,5152 192,76153 33
Offline 899,7500 269,41044 40
Total 882,4658 237,05825 73
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPComputerHighinvolv
F df1 df2 Sig.
1,843 3 69 ,147
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix M: SPSS output moderating variable „High product involvement‟ on WTP
Computer
LXXXIX
Tests of Between-Subjects Effects
Dependent Variable:SSWTPComputerHighinvolv
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 300914,106a 3 100304,702 1,848 ,147 ,074
Intercept 5,615E7 1 5,615E7 1034,470 ,000 ,937
DegreeCC 246905,234 1 246905,234 4,549 ,037 ,062
Technology 24584,968 1 24584,968 ,453 ,503 ,007
DegreeCC * Technology 13784,968 1 13784,968 ,254 ,616 ,004
Error 3745242,059 69 54278,870
Total 6,089E7 73
Corrected Total 4046156,164 72
a. R Squared = ,074 (Adjusted R Squared = ,034)
Estimated Marginal Means
Grand Mean
Dependent Variable:SSWTPComputerHighinvolv
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
881,309 27,401 826,645 935,973
XC
XCI
Between-Subjects Factors
Value Label N
Degree of CC 1 High 3
2 Low 4
Technology 1 Online 2
2 Offline 5
Descriptive Statistics
Dependent Variable:SSWTPBallpenHighinvolvement
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 3,0000 . 1
Offline 3,0000 ,00000 2
Total 3,0000 ,00000 3
Low Online 3,0000 . 1
Offline 5,1667 4,19325 3
Total 4,6250 3,59108 4
Total Online 3,0000 ,00000 2
Offline 4,3000 3,19374 5
Total 3,9286 2,68373 7
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPBallpenHighinvolvement
F df1 df2 Sig.
4,429 3 3 ,127
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
Appendix N: SPSS output moderating variable „High product involvement‟ on WTP
Ball pen
XCII
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPBallpenHighinvolvement
F df1 df2 Sig.
4,429 3 3 ,127
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Estimated Marginal Means
1. Grand Mean
Dependent Variable:SSWTPBallpenHighinvolvement
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
3,542 1,441 -1,043 8,127
Tests of Between-Subjects Effects
Dependent Variable:SSWTPBallpenHighinvolvement
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 8,048a 3 2,683 ,229 ,871 ,186
Intercept 70,833 1 70,833 6,043 ,091 ,668
DegreeCC 1,657 1 1,657 ,141 ,732 ,045
Technology 1,657 1 1,657 ,141 ,732 ,045
DegreeCC * Technology 1,657 1 1,657 ,141 ,732 ,045
Error 35,167 3 11,722
Total 151,250 7
Corrected Total 43,214 6
a. R Squared = ,186 (Adjusted R Squared = -,628)
XCIII
XCIV
XCV
Between-Subjects Factors
Value Label N
Degree of CC 1 High 39
2 Low 40
Technology 1 Online 36
2 Offline 43
Descriptive Statistics
Dependent Variable:SSWTPCarHighinvolv
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 58277,7778 67649,22986 18
Offline 47785,7143 58718,51740 21
Total 52628,2051 62370,57314 39
Low Online 30444,4444 6400,57187 18
Offline 33204,5455 9941,08729 22
Total 31962,5000 8544,29447 40
Total Online 44361,1111 49415,96201 36
Offline 40325,5814 41780,87449 43
Total 42164,5570 45164,06854 79
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSWTPCarHighinvolv
F df1 df2 Sig.
4,492 3 75 ,006
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix O: SPSS output moderating variable „High product involvement‟ on WTP
Car
XCVI
Tests of Between-Subjects Effects
Dependent Variable:SSWTPCarHighinvolv
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 9,576E9 3 3,192E9 1,601 ,196 ,060
Intercept 1,411E11 1 1,411E11 70,753 ,000 ,485
DegreeCC 8,811E9 1 8,811E9 4,419 ,039 ,056
Technology 2,928E8 1 2,928E8 ,147 ,703 ,002
DegreeCC * Technology 8,601E8 1 8,601E8 ,431 ,513 ,006
Error 1,495E11 75 1,994E9
Total 2,996E11 79
Corrected Total 1,591E11 78
a. R Squared = ,060 (Adjusted R Squared = ,023)
Estimated Marginal Means
Grand Mean
Dependent Variable:SSWTPCarHighinvolv
Mean Std. Error
95% Confidence Interval
Lower Bound Upper Bound
42428,120 5044,086 32379,786 52476,455
XCVII
XCVIII
Between-Subjects Factors
Value Label N
Degree of CC 1 High 14
2 Low 10
Technology 1 Online 8
2 Offline 16
Descriptive Statistics
Dependent Variable:SSEnjoyHighInvolv
Degree
of CC
Technolog
y Mean Std. Deviation N
High Online 6,1563 ,58863 6
Offline 5,2422 ,86179 8
Total 5,6339 ,86806 14
Low Online 3,9688 1,10485 2
Offline 5,9453 ,32977 8
Total 5,5500 ,95643 10
Total Online 5,6094 1,20302 8
Offline 5,5937 ,72744 16
Total 5,5990 ,88636 24
Levene's Test of Equality of Error Variancesa
Dependent Variable:SSEnjoyHighInvolv
F df1 df2 Sig.
1,988 3 20 ,148
Tests the null hypothesis that the error variance of the
dependent variable is equal across groups.
a. Design: Intercept + DegreeCC + Technology +
DegreeCC * Technology
Appendix P: SPSS output moderating variable „High product involvement‟ Enjoyment
XCIX
Tests of Between-Subjects Effects
Dependent Variable:SSEnjoyHighInvolv
Source
Type III Sum of
Squares df Mean Square F Sig. Partial Eta Squared
Corrected Model 9,157a 3 3,052 6,849 ,002 ,507
Intercept 495,516 1 495,516 1111,883 ,000 ,982
DegreeCC 2,404 1 2,404 5,394 ,031 ,212
Technology 1,232 1 1,232 2,763 ,112 ,121
DegreeCC * Technology 9,115 1 9,115 20,454 ,000 ,506
Error 8,913 20 ,446
Total 770,430 24
Corrected Total 18,070 23
a. R Squared = ,507 (Adjusted R Squared = ,433)
C
CI
Independent samples T-Test
Group Statistics
Degree of CC N Mean Std. Deviation Std. Error Mean
SSEnjoymentBallpen High degree of CC 76 3,8717 1,77553 ,20367
Low degree of CC 73 3,4897 1,60589 ,18796
Appendix Q: SPSS output dependent variable „Enjoyment‟ Ball pen