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1. Introduction
Co-creation, as a core concept in the service-dominant logic (Vargo and Lusch, 2004), is
defined as the collaborative creation of value through the participation of different actors
(traditionally customers and firms) (Gr€onroos, 2012). Its view of customers as co-creators of
value targets organisations to directly engage customers in a collaboration process at
different stages of the design, production, personalisation and delivery of offers (Vargo and
Lusch, 2004). These collaborations, in the co-creation process, reflect a shift in thinking from
the organisations as the sole provider of value and services to a participatory model using
online communities (Frasquet-Deltoro and Lorenzo-Romero, 2019). Given the prominence of
services as the basis for value exchange in communities and businesses, the participatory
model has been extended to include the co-creation of services by actors using a variety of
generative information and processes for the design, development and delivery of services
(Oertzen et al., 2018).
Co-creation business models have been adopted by organisations to create mutual value
with customers with approximately 25% of innovation opportunities generated through
customer–provider interactions (Terwiesch and Ulrich, 2009). And since ideas offered by
prospective and real customers amplify novelty, compared with traditional organisational
resources of employees and marketers, customers are becoming a critical part of any business Internet Research
innovation strategy (Wang et al., 2016). Currently, co-creation adoption involves three Vol. 32 No. 3, 2022
pp. 897-915
different degrees of organisational and customer involvement (Bidar et al., 2017). Firstly, they © Emerald Publishing Limited
1066-2243
capture value from shared experiences and ideas in the co-creation process to enhance DOI 10.1108/INTR-04-2020-0168
INTR product/services, such as My Starbucks Idea. Secondly, they allow customers to take part in
32,3 the design of co-creation products/services, just as LEGO and Nike Plus did, for example, by
publicising and capturing innovative ideas using customers to design their products.
Thirdly, in network-centric co-creation, organisations capture value from co-created services
digitally provided by a network of actors [1] without being themselves directly involved in the
co-creation process. Examples of such online network organisations with a network-centric
co-creation strategy are PatientsLikeMe (actor-generated health service), and Waze
898 [a community-driven GPS (Global Positioning System) and navigation app]. Inspired by
the growing convergence in this third direction, network-centric service co-creation is the
focus of this paper, and we define network-centric service co-creation as a co-creation
approach where a network of actors collaborates online in the co-creation of digital services.
In such systems, the organisation is a facilitator of the platform and activities rather than
being directly involved in the co-creation of services, that is, the design, delivery, access and
understanding of services. Network-centric service co-creation is unstructured in nature and
the governance of service co-creation occurs through an open community.
Overall, this paper presents three specific aspects of service co-creation. Firstly, we
analyse co-creation from the online network-centric perspective, given there is limited
analysis of the relational and network aspect of co-creation in the literature (Achrol and
Kotler, 2012). The shift from business-to-customer (B2C) co-creation to more network
co-creation systems, and leveraging networks to contribute to the core services of firms is
imperative for organisations to maintain and advance their innovative competencies, reduce
costs, enhance efficiency and scale their service (Libert et al., 2016). The focus at the online
network level is to increase interactions among diverse actors, and their engagement in
understanding each other’s perspectives, and then negotiating shared perspectives in the co-
creation process (van Wijk et al., 2019). It is a network-centric approach therefore that
removes barriers to participation such as provider bias and diversifies co-creation towards
service innovation. Since shifts in value perception of actors who are involved in co-creation
processes are an important source of change in online networks, the success and completion
of co-creation depend highly on actor collaboration and how actors perceive value from their
collaborations. If one is to analyse service co-creation from a network perspective, then the
second point is the level of actor involvement in core activities rather than just experience
sharing and collaboration with organisations, which has been the focus of previous studies
(e.g. Kamboj et al., 2018). Organisations and their service creation and delivery strategies have
evolved from a traditionally inward-process to a more outward-process of co-creation, where
community collaboratively orchestrates and drives the value (Bidar et al., 2017). This
outward-process is evident in various examples that involve the adoption of a network of
online actors in their core process of service creation and delivery (e.g. Waze and GitHub).
Finally, we investigate actor behaviour in the service co-creation process of an online network
organisation and the antecedents of such behaviour.
Studies have explored antecedent stimuli of co-creation from different points of view with
Schallehn et al. (2019), for example, exploring antecedents of experience co-creation from the
consumption point of view. Frasquet-Deltoro and Lorenzo-Romero (2019) predict the
antecedents and consequences of virtual co-creation behaviours on the control of customer
organisation. However, what is not yet understood in the analysis of co-creation is the
perceived value of customers and its impact on their behaviour (Gan and Wang, 2017), or
more importantly, the effect of value perception and how it leads to actor involvement in key
service creation processes. This paper, therefore, addresses the need for evidence-based
research on the co-creation of services through an online network organisation by
understanding actor value perception and the behaviours involved in the co-creation process.
The stimulus-organism-response model (SOR) was used as a primary framework to define
the elements of environmental stimuli and internal factors that influence user behaviour, and,
therefore collaboration and actor-based co-creation. The SOR model has been prominent in Co-creation of
co-creation studies, enabling the analysis of the impacts of co-creation experience in customer digital services
participation via social media (Zhang et al., 2015; Kamboj et al., 2018), and is therefore
appropriate for this research to investigate the service co-creation process in the online
network-centric organisations (i.e. network-centric co-creation). This research serves to
identify, “what factors influence actor service co-creation and actor behaviour in the
co-creation process in online network organisations?” and addresses the sub-research
questions: (1) What are the environmental stimuli that influence actor service co-creation 899
behaviour in online network organisations? (addressing “environmental stimulus” in the SOR
model) and (2) what are the value perceptions that influence actor service co-creation
behaviour in online network organisations? (addressing “organism” in the SOR model).
This paper reports the results of a qualitative study in which 36 co-creators were
interviewed within two network-centric co-creation platforms, GitHub [2] and Stack Overflow
[3]. The results revealed that environmental stimuli do not directly influence actors in
collaborating; that it is the value perception that initiates and drives actors, which by
extension, initiates and drives resource integration and co-creation of services. We found that
service co-creation behaviour (SCB) comprises actor collaboration in service co-production,
and supportive and administrative activities.
This paper presents new knowledge of network-centric co-creation and extends earlier
studies by firstly, having investigated the co-creation of services from an online network
organisation perspective; and, secondly, by applying the SOR model to assess
the environmental stimuli and actor value perceptions which influence actor service
co-creation behaviour. This research is especially timely because the majority of firms
disrupting their industries through technology-enabled innovation have not adopted a
coherent service co-creation strategy and process to this level of open customer and customer-
controlled co-creation. Although businesses have progressively engaged customers in
product-development processes, service co-creation remains a proprietary activity, controlled
largely inside the firm (Bughin et al., 2008). Therefore, this SCB model can be operationalised
in a network environment to guide the business adoption of such a dynamic environment.
2. Theoretical background
To date, research in co-creation has focused on the co-creation procedures under
organisational control without considering how co-creation of services is vested in the
actor-networks with increased user engagement flexibility and peer-to-peer interactions.
To identify how actors engage in the co-creation of services and the preconditions of service
co-creation behaviour, we examined the literature in terms of co-creation from a network and
service perspective.
Figure 1.
SCB model influenced
by environmental
stimuli and value
perceptions in an
online network
INTR 4.1 Themes of environmental stimuli
32,3 This section presents the results that address the first sub-research question: What are the
environmental stimuli that influence actor service co-creation behaviour? A service
environment refers to the infrastructure of a service co-creation system that includes
physical and virtual resources, and social-psychological characteristics. Similar to F€ uller et al.
(2019), our findings showed that environmental factors influence engagement in information
technology (IT)-based co-creation initiatives. In fact, we found that it is the collective
904 relationship among actors and the intensity of relational capital that strengthens the
co-creation environment and influences actor value perception, which results from the nature
of the actors’ relationships within the social structures providing an avenue for resource
integration perspective and embeddedness of resources in the social structure
(Laud et al., 2015).
4.1.1 Social influence. Social influence was established in our findings as the influence of
co-creators on each other’s value perception in the interaction process that consequently
guided their co-creation actions. Most participants claimed they were inspired by higher
ranked actors (the active users who gained a higher reputation through ranking systems), or
by gaining external confirmation about their capability (normative social influence). Some
participants claimed they learnt from people who provided good quality information and by
the style of coding of others (informational social influence). While normative social influence
represents conformity with other actors, informational social influence is conformity to follow
the correct information.
With regard to normative social influence, the actors interviewed followed a particular
co-creator as a role model because they believed the co-creator to be a “leader in their
language”, “have greater and interesting ideas” and “committed to their work”. They believed
others influenced their value expectation of learning where “by just looking at how much they
have contributed, they show me what I could do”. Actors’ social position and economic
perceptions can be influenced by high-ranked users: “If you are good enough and spend
enough time with high reputation experts it can to some extent be useful for job hunting and
your reputation as well.”
In informational social influence, actor conformity occurred because of quality
information and “quality projects” where “the idea and method” were more important than
who provided the information. Actors sought information and were inspired by “quality code
and style of coding of other people to improve mine”. In informational social influence, it did
not matter if providers “are experts, but it is important if they are interested and provide good
solutions or good code”.
Our research established that the strength of both normative (subjective-oriented) and
informational (quality-oriented) social influences on actors’ SCB was through their value
perception. Only Shamim and Ghazali (2014) found social influence to be a moderating factor
in customer value co-creation behaviour.
4.1.2 Trust. This research established that trust is an environmental factor that helps
decision making and was critical as an assurance of quality. Most participants said that trust
about quality depended significantly on the collective agreement about a solution and
identified two types of trust – subjective and objective.
Subjective trust is based on an actor’s psychological state regarding a subjective norm
and his/her subjective opinion of actors. Subjective trust in GitHub was based more on the
profile and background of the provider of the project. Participants preferred to collaborate on
a project maintained by well-known “companies such as Facebook and Google since they are
more reliable than personal projects”.
Objective trust meant trusting a collective agreement on the quality of a service provided.
Objective trust in GitHub was found to occur when an actor evaluated the quality of the code
provided with objective measurements through a platform aggregator or using tools to
measure the quality of offered code. Although actors considered the individual reputations Co-creation of
and profile as a parameter of trust in their offered service, the main elements of trust were digital services
based on objectively measured quality: “There is like an objective way to decide whether the
one thing is better than the other one [. . .]. In GitHub you rely a lot less on reputation and more
on an objective whether there is a better solution.”
Overall, actors trusted any potential provider who was interested in collaborating.
However, an actor’s level of trust about the quality of a provided service depended on an
evaluation of the quality of the offered service through collective agreement and tools, and 905
trustworthiness of the provider helped the reliability and decision-making (i.e. subjective
trust). Trust has been referred to as a major factor driving effective customer–provider
interactions to co-create value (Romero and Molina, 2011). The results from this research
suggest that actors’ value perception and co-creation could be improved by determining
strategies that promote subjective and objective trust on the design of co-creation platforms.
6. Conclusion
This paper presents a new SCB model which represents how actors in a network-centric
co-creation environment perceive value which is environmentally influenced, and result in
behavioural outcomes based on the experiences of co-creators in the collaborative networks,
INTR GitHub and Stack Overflow. By establishing a new model to understand the co-creation of
32,3 services in an online network environment, this paper contributes to the theory and practice
in three key ways. The SOR model introduces a new conceptualisation of SCB in the network
environment which can be used for the development of a scale that validates service
co-creation and can be incorporated into the assessment and development of the actual
business models. These results can improve online service co-creation, leading to the
successful implementation of co-creation platforms and optimised resource utilisation.
910 It is the scope of this research that can guide future work. For example, the data were
collected from two cases with the focus on software and project development. GitHub and
Stack Overflow were selected because they perfectly reflected the network interaction and
exchange between actors, and are innovation-centric. Future research could analyse more
cases with different contexts so as to provide generalisability of the findings presented here.
Secondly, actors in this study were considered to be individuals who could play different roles
(e.g. collaborator, owner, moderator) in the co-creation process. Further research might
consider other stakeholders in the service ecosystem, to capture co-creation from different
viewpoints. In the future, it would be interesting to gain additional insights about actor
service co-creation by observing participant collaboration in the co-creation activities. This
paper serves to encourage other researchers to enrich the SCB model for making sense of
their empirical data in the co-creation context, and to extend our view of network-centric
co-creation to other settings.
Notes
1. Such as customers, service providers, frontline employees, service facilitators and others.
2. https://github.com.
3. https://stackoverflow.com.
4. “Pull requests are proposed changes to a repository submitted by a user and accepted or rejected by a
repository’s collaborators” (https://help.github.com/articles/github-glossary/).
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INTR Appendix
32,3
Underlying concepts
SOR Themes Category code (codes) Data sample
Corresponding author
Reihaneh Bidar can be contacted at: r.bidar@qut.edu.au
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