I Didn’t Win! An Overlooked Downside of Crowdsourcing?

IF 6.8 1区 管理学 Q1 BUSINESS
Tatiana Karpukhina, Martin Schreier, Chris Janiszewski, Hidehiko Nishikawa
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引用次数: 0

Abstract

This research identifies a surprising downside to using crowdsourcing to generate new product ideas: participants who do not win an idea generation contest temporarily disengage from the contest-hosting brand. When people lose a crowdsourcing contest, the experience of losing negatively affects the participants’ word-of-mouth and short-term purchase behaviors. Reframing the contest as a community activity (e.g., “Join the crowd and help us find a name for our new restaurant”) rather than a competition (e.g., “Compete with the crowd to be the one who names our new restaurant”) is found to positively affect a losing customer's subsequent engagement with the contest-hosting brand. Community framing shifts attention away from losing the contest (i.e., it reduces negative affect) and toward collectively creating a superior outcome (i.e., it increases one's perceived contribution), without changing the nature of the contest itself (i.e., participants continue to submit ideas). Community framing positively affects subsequent participant engagement, but it does not influence the effort the participant invests in the contest or the quality of the idea the participant submits. The evidence consists of lab experiments, field experiments, and a large-scale field study that measured actual purchase behavior.
我没赢!众包被忽视的缺点?
这项研究发现了使用众包来产生新产品创意的一个令人惊讶的缺点:没有赢得创意竞赛的参与者暂时脱离了主办竞赛的品牌。当人们输掉一场众包竞赛时,失败的经历会对参与者的口碑和短期购买行为产生负面影响。将比赛重新定义为社区活动(例如,“加入人群,帮助我们为新餐厅命名”)而不是竞争(例如,“与人群竞争,成为为我们的新餐厅命名的人”),可以积极影响失去的客户随后与比赛主办品牌的互动。社区框架将注意力从输掉比赛(即减少负面影响)转移到集体创造更好的结果(即增加一个人的感知贡献),而不改变比赛本身的性质(即参与者继续提交想法)。社区框架积极影响随后的参与者参与,但它不影响参与者在比赛中投入的努力或参与者提交的想法的质量。证据包括实验室实验,现场实验,以及测量实际购买行为的大规模现场研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
20.20
自引率
5.90%
发文量
39
期刊介绍: The Journal of Interactive Marketing aims to explore and discuss issues in the dynamic field of interactive marketing, encompassing both online and offline topics related to analyzing, targeting, and serving individual customers. The journal seeks to publish innovative, high-quality research that presents original results, methodologies, theories, and applications in interactive marketing. Manuscripts should address current or emerging managerial challenges and have the potential to influence both practice and theory in the field. The journal welcomes conceptually rigorous approaches of any type and does not favor or exclude specific methodologies.
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