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Creating the
Experience
Economy in
E-Commerce
together with
the forces of globalization have accelerated the growth
of service industries. In 2003, the OECD reported
that service industries now account for over 60% of
both employment and the gross domestic product
(GDP) of OECD member countries. The U.S Bureau of
Labor Statistics (BLS) has forecast strong employment
growth in the American service sector between
2004 and 2014. Although service industries are
expanding, Gilmore and Pine argue that, the growing
commoditisation of services offered has gradually
transformed the competition for market share from
focusing on the quality of services to the creation
of memorable experiences.4 As a consequence, the
competitive position of a firm now depends to a large
extent on its ability to generate impressive experiences
through innovative delivery channels.
In this article, we adopt Gilmore and Pines view that
the economic value of the experience economy lies in
co-producing the staging experiences via customer
participation and connection.4 Furthermore, we
suggest that current technologies and the growth of
the Internet have both enabled and strengthened
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ferentiation and innovation in order to
gain a competitive edge in todays fastmoving business environment. Therefore, the business value and potential
profits generated by experience offerings are becoming increasingly attractive and vital to firms that endeavor to
remain competitive in the global marketplace. As Pine and Gilmore9 note:
Increased price volatility as market forces take over awaits the
sellers of all commoditized goods
and services. Companies that
stage experiences, on the other
hand, increase the price of their
offering much faster than the
rate of inflation simply because
consumer value experiences
more highly.9
In this article, we argue that the
power and capability of the Internet allows the creation of experience-oriented consumption beyond these limitations, as shown by the implementation
of collaborative design and pricing applications on the Internet.
Collaborative Design in the
E-Commerce Environment
Toffler and Toffler11 coined the term
prosumer, a combination of producer and consumer, to describe people
who consume the products they create. In electronic commerce, online
collaborative design is an example of
how the prosumer concept can be used
to provide experience offerings. For instance, Koren6 revamped collaborative
filtering recommendation approaches
by modeling time changing behavior,
which can track dynamic customer
preferences for products. By creating a
process that involves consumers in the
design and development of a product,
a company can ensure that the product
meets the consumers needs. It would
also engender a sense of ownership
among customers that leads to intense
customer loyalty.10 Many such business
strategies have been implemented. For
example, an e-interior design service
enables designers and customers to
co-operate in the interior design of a
house.1 Customers can alter their requirements, and the e-interior design
service encompasses certain cognitive
components (for example, design concepts) to adapt a users design demands
automatically. As a result, through the
Understanding
the budget
Setting price
differentials
Steps
Setting price
differentials
Collaborating to
determine actual
needs
Considering
psychological
dimensions
Establishing
prices
Making price
revision decisions
Establishing
prices
Making price
revision decisions
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of attentive personalized service. Such
warm-hearted features would not only
provide elderly people and their families with essential services, but also
allow them to engage in a virtual collective decision-making process about
the services they would like to have (via
a case-based model, brainstorming
model, or garbage can model).
During the process of interaction,
the model collaboratively generates
bundled services for the elderly to experience and prices the bundled services
based on the maximum willingness-topay (WTP) and optimal profits. The final price results from the collaborative
process, the charges for prototypes and
the testing effort involved.
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Figure 2. The platform architecture of iCare
0.9 to 0.5, which may exceed the average weighting. It is sufficiently high to
verify the difference between EUT and
CPM, except when the outcome probability is 100%.
When the probability is 0.9, EUT
will probably over-estimate the price
for 2 services in a bundle and underestimate the price for 58 services in a
bundle (Table 2(a)). EUT always under-
16.7184
22.032
4
27.6048
5
28.7712
Utility (EUT)
23.22
30.6
38.34
39.96
39.13515
59.13508
80.60968
90.73046
6
32.4
45
46.008
54.432
63.9
114.5507
75.6
180.8644
221.7905
49.02
64.6
80.94
84.36
95
134.9
159.6
13.33515
25.13508
38.00968
46.33046
64.55069
109.8644
137.7905
23.22
30.6
38.34
39.96
45
63.9
75.6
Utility (CPM)
5.688
11.664
16.2
18.72
21.024
21.384
27.36
Utility (EUT)
7.9
16.2
22.5
26
29.2
29.7
38
24.32725
53.43773
85.83707
23.7
48.6
67.5
102.5955
78
137.6745
87.6
148.1236
89.1
114
130.3607
8.527252
21.03773
40.83707
50.59552
79.27447
88.72362
7.9
16.2
22.5
26
29.2
29.7
206.3607
38
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Figure 3. Evaluation results of CPM benchmarked against EUT
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ronment. We hope that this article will
motivate further research into the development of the experience economy
in electronic commerce.
References
1. Chang, W. L., Yuan, S. T., and Li, E. iCare home portal:
An extended model of quality aging e-services. Comm.
ACM 52, 11, (Nov. 2009), 118-124.
2. Chi, H. S. and Yuan, S. T. A design e-service delivery
with an ontology-based cooperative/interactive
co-evolutionary mechanism. Proc. of conference on
E-commerce and Digital life (ECDL2007), March,
Taiwan, (2007), 33.
3. Czaja, S. and Hiltz, S. Digital aids for an aging society.
Comm. ACM 48, 10, (2005), 43-44.
4. Gilmore, J. and Pine, J. Welcome to the experience
economy. Harvard Business Review 76, 4 (1998), 97105.
5. Klaus, B., Dimitrov, D. and Haake, C. J. Bundling in
exchange markets with indivisible goods. Economics
Letters 93, (2006), 106110.
6. Koren, Y. Collaborative filtering with temporal
dynamics. Comm. ACM 52, 4, (2010), 89-97.
7. Malone, T., Yate, J. and Benjamin, R. Electronic
markets and electronic hierarchies. Comm. ACM 30,
(1987), 484-497.
8. Martin, S., Strategic and welfare implications of
bundling. Economics Letters 62, (1999), 371376.
9. Pine, J. and Gilmore, J. The Experience Economy,
Harvard Business School Press, Boston, MA, (1999).
10. Sawhney, M. S. Beyond relationship marketing:
The rise of collaborative marketing. CRM2Day,
(2004); http://www.crm2day.com/library/
EpVppyEAAuvYLagcNF.php
11. Toffler, A and Toffler, H. Revolutionary Wealth.
Random House, (2006).
12. Varian, H. Versioning Information Goods, The
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Cambridge (MA), MIT Press, (1997).
13. Wu, Y. C. and Yuan, S. T. A collaborative digital content
design service marketplace with a semantic-based
fuzzy genetic mechanism. Proceedings of conference
on E-commerce and Digital life (ECDL2007), March,
Taiwan, (2007), 34.
Wei-Lun Chang (wlchang@ms10.hinet.net) is an
assistant professor at BA Department, Tamkang
University.
Soe-Tsyr Yuan (yuans@seed.net.tw) is a professor and
Director of Service Science Research Center, National
Cheng-Chi University.
Carol W. Hsu (carolhsu@ntu.edu.tw) is an associate
professor in the Department of Information Management
at National Taiwan University.
2010 acm 0001-0782/10/0700 $10.00
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