4 _16-11_ - PELLEGRINI


 

CO-ADVERTISING, E

 
 

Received: August 1, 2015         Accepted: 
 
 
 

 
Following the digital revolution, the traditional divide between value creation 
duction and advertising - and value distribution and consumption 
blurring. Individuals and companies are called to exchange multiple inputs and outputs b
fore, during and after sale. The new contemporarity of value processes is gradually leading to 
a new convergence among parties. Companies are enabled to promote, inte
tercept the customers conversation; individuals are committed to the new social game and 
keeping companies under non
WOM (Electronic-Word of Mouth) of individuals through a netn
crowd-sourcing platforms. Findings demonstrate that the new overlapping of dialogue and 
sale can generate a positive loop between companies and individuals responsibility and r
duce the distance between market and society
 
Keywords: Co-advertising; 
consumer communication; Consumer behavior
  
 
1. Introduction 
Following the digital revolution, production, distribution and consumption are no longer lin
ar steps in a supply chain. In the past, companies made proposal 
consumers purchased – exchange value
the three phases of “proposition 
quence in time and space. Pre
of sale, which was usually the scene of the dialogue, and the 
ferent time. Now, the continuity
work and can reduce the distance between individuals and companies. In this context, the r
cent attempt by companies to promote, interm
is opening up a new ideological debate: is the new social game bringing new value for the 
gamers? Are we seeing a truly new form of value co
ward the idea of a “value-crea

International Journal of Economic Behavior, vol 

 

ADVERTISING, E-WOM AND SOCIAL 
RESPONSIBILITY

DAVIDE PELLEGRINI
University of Parma, Italy

FRANCESCA DE CANIO
University of Parma, Italy

 
Accepted: November 27, 2015          Online Published: 

Abstract 

Following the digital revolution, the traditional divide between value creation 
and value distribution and consumption – sales, use and post

blurring. Individuals and companies are called to exchange multiple inputs and outputs b
fore, during and after sale. The new contemporarity of value processes is gradually leading to 
a new convergence among parties. Companies are enabled to promote, inte
tercept the customers conversation; individuals are committed to the new social game and 
keeping companies under non-contractual observation. This study researches the effects of e

Word of Mouth) of individuals through a netnography on 20 worldwide 
sourcing platforms. Findings demonstrate that the new overlapping of dialogue and 

sale can generate a positive loop between companies and individuals responsibility and r
duce the distance between market and society. 

advertising; E-WOM; Co-value chain; Social responsibility;
Consumer behavior; Netnography. 

revolution, production, distribution and consumption are no longer lin
ar steps in a supply chain. In the past, companies made proposal – value proposition 

exchange value – and used products and services –
the three phases of “proposition – sale – use” followed a clear logical and chronological s
quence in time and space. Pre-sale data collection logistically implied being present at point 
of sale, which was usually the scene of the dialogue, and the phase of use took place at a di
ferent time. Now, the continuity of conversations is remodeling the value processes fram
work and can reduce the distance between individuals and companies. In this context, the r
cent attempt by companies to promote, intermediate and intercept the customer’s conversation 
is opening up a new ideological debate: is the new social game bringing new value for the 
gamers? Are we seeing a truly new form of value co-creation? In 2002, Gummesson put fo

creation network society” which implies a science or discipline with 

International Journal of Economic Behavior, vol 6, n. 1, pp. 41

41 

 
WOM AND SOCIAL 

RESPONSIBILITY 
 

DAVIDE PELLEGRINI 
University of Parma, Italy 

 
FRANCESCA DE CANIO 

University of Parma, Italy 

Online Published: June 22, 2016 

Following the digital revolution, the traditional divide between value creation - R&D, pro-
sales, use and post-use- is 

blurring. Individuals and companies are called to exchange multiple inputs and outputs be-
fore, during and after sale. The new contemporarity of value processes is gradually leading to 
a new convergence among parties. Companies are enabled to promote, intermediate and in-
tercept the customers conversation; individuals are committed to the new social game and 

contractual observation. This study researches the effects of e-
ography on 20 worldwide 

sourcing platforms. Findings demonstrate that the new overlapping of dialogue and 
sale can generate a positive loop between companies and individuals responsibility and re-

responsibility; Company-

revolution, production, distribution and consumption are no longer line-
value proposition – while 

– value in use - and 
use” followed a clear logical and chronological se-

sale data collection logistically implied being present at point 
phase of use took place at a dif-

of conversations is remodeling the value processes frame-
work and can reduce the distance between individuals and companies. In this context, the re-

ediate and intercept the customer’s conversation 
is opening up a new ideological debate: is the new social game bringing new value for the 

creation? In 2002, Gummesson put for-
tion network society” which implies a science or discipline with 

41-58, 2016 



42 

 

“new foundation, new values, new assumptions or new methods”. In 2004, Lusch and Vargo 
propose their Service Dominant Logic model in which the consumer is always the protagonist 
in creating value. In 2008 Grönroos stated: “…accepting value in use as a foundational value 
creation concept, customers are the value creators (…) the supplier can become a co-creator 
of value with its customers”. Value is interactively co-created by companies and consumers, 
rather than merely exchanged (Leavy, 2004). More recently, Gummesson (2011) suggests 
substituting the old B2B or B2C acronyms with the new A2A interaction: actors to actors, in-
teracting in many-to-many networks. In 2008, an issue of the European Journal of Marketing 
entitled Bridging the divide and focused on the new opportunities for cooperation between 
company and customer. In 2009, Schau, Muñiz and Arnould clustered 52 articles from inter-
national marketing journals: all of them explicitly claim to examine collective customer be-
havior and its positive implication for the companies. There has been however less interest in 
the implications for customers. 

Despite the over-optimism of the new service-marketing mainstream, many authors sug-
gest cautioun. Prosumption is more than an economic activity (Holt, 1995; Xie et al., 2008; 
Firat, 1991), consequently, the theoretical debate requires a multidisciplinary approach. Many 
authors claim that new technologies are not reducing the distance between individuals and 
companies, which maintain their separate and complementary roles. 

Humphreys and Grayson (2008), argue that when consumers take over steps that create 
use value (e.g., when they dispense their own soft drink at a fast-food restaurant or they as-
semble their own furniture for Ikea) their fundamental role in the economic system does not 
change. They suggest considering use value and exchange value separately, as in fact the situ-
ation is different when consumers produce something that they themselves do not use but can 
be sold to others (exchange value). Imagine a digital newspaper with free content supplied by 
readers and advertising revenues (exchange value) collected by the editor. In this example, 
who is driving the value creation process? It was not by chance that recently, thousands of 
bloggers promoted a class action against the Huffington Post, claiming the publisher refused 
to make fair payments despite profiting from their advertising revenues. At a first glance, the 
exploitation risk is doubled by the fact that the customer is the co-producer but in the same 
time is the co-user of contents and, as potential reader; he is the indirect buyer of advertising.  

As Bowen (1990) suggests “it is one thing to leave assembly and transport to the custom-
er, in return for a substantial cost advantage, like Ikea; but another thing to use the consumer’s 
knowledge and give no cost advantage”. Following Bowen’s original criticism, many re-
searchers emphasize the risk of exploitation (Kelley et al., 1990; Faranda, 1994; Brodie et al., 
1997; Ballantyne & Varey 2008; Humphreys & Grayson, 2008; Dujarier M.A., 2009; Salmon 
C., 2008). These researchers claim that exploitation no longer takes place in factories but is 
moving into the home, where individuals generate production but are not rewarded by the dis-
tribution of the value they have created. Fortunately, the consumer has a unique ability to de-
fend him or herself against firms, which reduce his or her role to a sort of “part-time employ-
ee” of the service provider or as a “human resource at its disposal (Mills & Morris, 1986; 
Bowen & Schneider, 1988; Bateson, 1983; Keh & Teo, 2001; Kelley et al., 1992; Zeithaml & 
Bitner, 2000) 

Starting from the concept of countervailing power many authors open new perspectives. 
In 2006, Arnould et al. write “consumer groups have a greater voice in the co-creation of val-
ue…and exhibit a sense of moral responsibility”. In practice, individuals take part in peer-to-
peer conversation with a mixture of narcissism and altruism in order to feel they belong to a 
community, gain recognition and continue their process of identity building. Since identity is 
built on differences, in many cases the new collective conversations are driven by a reaction 
against market power (Dholakia N. et al. 2009). In this, context Chia (2012) analyzes how 



 

advertising is one of the most important element of discussion between people, and also how 
exposure to advertising influences their interaction. 

Many authors demonstrate that individuals’ conversations are strongly
social desire to share personal experiences, knowledge and opinions about who they interact 
with, in other words, companies or brands. Conversations are often based on the perception 
that “…there are things that the firm cannot tell you
of exploitation is sometimes a feeling, “a social construct dangerous for firms
can feed on collective suggestion. Increasingly through blogs, forums and others web pla
forms consumers gather to talk about brands, products and services, both in positive 
advertising, and in negative terms
appropriate or unexpected use of the available resources in an interaction 
co-destruction for at least one of the parties”. 
WOM and e-WOM, many topics of research are influenced by organizational and psycholo
ical theory. In 2003 Bendapud
tivity. More recently, Gilde et al.
cretionary response of a customer to external events, which require him or her to carry out 
functions other than consumption. 

If customers act as citizens, every opening by companies on social topics 
production, safety in the workplace, training, valorization of immigration, equal opportunities, 
etc. - represents a new opportunity for dialogue and convergence. It i
conversation about these topics can lead to effective results when the company is aware of b
ing under non-contractual type of observation by the crowd. This means that the company a
cepts a new mechanism of collective indirect con
people’s ethical control of the topic on

Ate and Buttgen (2008) introduce the concept of 
a sentiment, which can influence the mood of conversation bet
In fact, customers’ contributions are, in this light, a form of 
iour, which can be clearly affected by cultural atmosphere (Bettencourt, 1997; Kendrick, 
1985; Goudarzi, 2009). In this perspective, 
and the socialization of their work
1990; Leary-Kelly et al., 1994; Manolis, 2001; Vijiande 
new social space belonging to the digital conversation is a new middle ground for the matc
ing or tuning between market and society. In the new digital space, individuals talk as cu
tomers and citizens in the same time. Cova and Dalli (2007, 2009) suggest that the new co
lective conversations can be epitomized by the concept of 

Within communities, individuals are inspired by 
fend society. The authors ask whether this type of meta
in itself, separate from the market and capable of
From the same perspective, other authors focus on the concept of ‘sharing’, as a fundamental 
consumer behavior that is similar to 
2010). Starting from the idea of new
gence come into being. Market and society do not coincide, companies and customer act as 
counterparts playing different roles but their interests 

New concepts like reciprocity
Wiertz, & de Ruyter, 2008; Uzoamak, 1999; Paulin, 2006; Feldman, 1981; Buttgen, 2008; 
Fisher, 1986, Jeong & Lee, 2013). In many cases, prosumerism can
tween company and consumer responsibility, and consumers can commit to this 
game of being customer and citizen at work.

 

 

advertising is one of the most important element of discussion between people, and also how 
exposure to advertising influences their interaction.  

Many authors demonstrate that individuals’ conversations are strongly
social desire to share personal experiences, knowledge and opinions about who they interact 
with, in other words, companies or brands. Conversations are often based on the perception 

there are things that the firm cannot tell you” (Firat A. et al., 2005). The phenomenon 
of exploitation is sometimes a feeling, “a social construct dangerous for firms
can feed on collective suggestion. Increasingly through blogs, forums and others web pla
forms consumers gather to talk about brands, products and services, both in positive 

, and in negative terms- co-destruction. As stated by Plè and Caceres (2010) “i
appropriate or unexpected use of the available resources in an interaction 

destruction for at least one of the parties”. Due to this fragile management of consumer 
WOM, many topics of research are influenced by organizational and psycholo

Bendapudi and Leone highlight the psychological implication of intera
et al. (2011) describe customer citizenship behaviour

cretionary response of a customer to external events, which require him or her to carry out 
functions other than consumption.  

customers act as citizens, every opening by companies on social topics 
production, safety in the workplace, training, valorization of immigration, equal opportunities, 

represents a new opportunity for dialogue and convergence. It is important to note that 
conversation about these topics can lead to effective results when the company is aware of b

contractual type of observation by the crowd. This means that the company a
cepts a new mechanism of collective indirect control or “Public Scrutiny”, in other words, 
people’s ethical control of the topic on-line (Kozinets, 2002).  

Ate and Buttgen (2008) introduce the concept of customer orientation to the company
a sentiment, which can influence the mood of conversation between customer and company. 
In fact, customers’ contributions are, in this light, a form of organizational citizenship beha

, which can be clearly affected by cultural atmosphere (Bettencourt, 1997; Kendrick, 
1985; Goudarzi, 2009). In this perspective, the working customers can be seen as employees 

socialization of their work implies strong commitment to the company (Bowers 
, 1994; Manolis, 2001; Vijiande et al., 2009). What is clear is that the 

longing to the digital conversation is a new middle ground for the matc
ing or tuning between market and society. In the new digital space, individuals talk as cu
tomers and citizens in the same time. Cova and Dalli (2007, 2009) suggest that the new co

tive conversations can be epitomized by the concept of communities.  
individuals are inspired by linking value or gift logic
ask whether this type of meta-market can be considered as an entity 

tself, separate from the market and capable of protect citizens from the risk of exploitation. 
From the same perspective, other authors focus on the concept of ‘sharing’, as a fundamental 
consumer behavior that is similar to gift giving (Bergquist & Ljiungberg, 2001; Belk, R. 
2010). Starting from the idea of new-shared collective conversation, a new type of conve

come into being. Market and society do not coincide, companies and customer act as 
counterparts playing different roles but their interests are converging.  

reciprocity and social trust enter the marketing dictionary (Mathwick, 
Wiertz, & de Ruyter, 2008; Uzoamak, 1999; Paulin, 2006; Feldman, 1981; Buttgen, 2008; 
Fisher, 1986, Jeong & Lee, 2013). In many cases, prosumerism can generate a new loop b
tween company and consumer responsibility, and consumers can commit to this 

of being customer and citizen at work. 

43 

advertising is one of the most important element of discussion between people, and also how 

Many authors demonstrate that individuals’ conversations are strongly influenced by the 
social desire to share personal experiences, knowledge and opinions about who they interact 
with, in other words, companies or brands. Conversations are often based on the perception 

, 2005). The phenomenon 
of exploitation is sometimes a feeling, “a social construct dangerous for firms” and as such 
can feed on collective suggestion. Increasingly through blogs, forums and others web plat-
forms consumers gather to talk about brands, products and services, both in positive – co-

. As stated by Plè and Caceres (2010) “in-
appropriate or unexpected use of the available resources in an interaction will result in value 

Due to this fragile management of consumer 
WOM, many topics of research are influenced by organizational and psycholog-

chological implication of interac-
customer citizenship behaviour, or the dis-

cretionary response of a customer to external events, which require him or her to carry out 

customers act as citizens, every opening by companies on social topics - pollution free 
production, safety in the workplace, training, valorization of immigration, equal opportunities, 

s important to note that 
conversation about these topics can lead to effective results when the company is aware of be-

contractual type of observation by the crowd. This means that the company ac-
trol or “Public Scrutiny”, in other words, 

customer orientation to the company as 
ween customer and company. 

organizational citizenship behav-
, which can be clearly affected by cultural atmosphere (Bettencourt, 1997; Kendrick, 

the working customers can be seen as employees 
implies strong commitment to the company (Bowers et al., 

2009). What is clear is that the 
longing to the digital conversation is a new middle ground for the match-

ing or tuning between market and society. In the new digital space, individuals talk as cus-
tomers and citizens in the same time. Cova and Dalli (2007, 2009) suggest that the new col-

gift logic and aim to de-
market can be considered as an entity 

protect citizens from the risk of exploitation. 
From the same perspective, other authors focus on the concept of ‘sharing’, as a fundamental 

berg, 2001; Belk, R. 
shared collective conversation, a new type of conver-

come into being. Market and society do not coincide, companies and customer act as 

enter the marketing dictionary (Mathwick, 
Wiertz, & de Ruyter, 2008; Uzoamak, 1999; Paulin, 2006; Feldman, 1981; Buttgen, 2008; 

generate a new loop be-
tween company and consumer responsibility, and consumers can commit to this new social 



44 

 

2. The New Co-Value Chain Model 
At the light of the theoretical debate, we now assess whether the new digital conversation rep-
resents a new common ground of convergence. The logical framework of our empirical test 
starts from the numerous attempts, which have been made to conceptualize the processes of 
working customer. Several classification schemes have been proposed to analyze consumer 
inputs. Chase (1978) distinguishes services according to the extent of “physical presence of 
the customer in the system”; Mills and Morris (1986) also based their classification system on 
the extent of interaction, a more useful way to characterize participation-intensive services 
than the extent of simple customer contact (Faranda, 1994, Payne 2008). More recently, 
Buttgen (2008) tests a model implying different phases of co-production; Michel et al. (2008) 
identify three different roles for the working consumer and three different techniques used by 
suppliers to encourage consumer involvement. Recently Etgar M. (2008) and Maglio et al. 
(2008) propose a descriptive model of the consumer co-production process. In 2012, Seraj an-
alyzes three specific online communities identifying the users’ desire for social action and 
their participation in the value creation.  

Duque et al. (2009) explore hedonic and social benefit; Ravald (2010) suggests “there is 
no value without enjoyment”; Helkkula et al. (2009) discuss the difficulties in measuring dif-
ferent levels of enjoyment; Chu & Kim (2011); Thota et al. (2012) analyze the increase in 
new types of technology platforms which has led to the growth in customizable content. The 
literature explores the e-Word of Mouth as a new pattern. In 1993, Moorman introduce eWom 
as the “willingness to rely on an exchange partner in whom one has confidence”.  

Ten years later Hennig-Thurau et al. (2004) describe eWom as a more complex concept 
ascribable to “any positive or negative statement made by potential, actual, or former custom-
ers about a product or company, which is made available to a multitude of people and institu-
tions”. Individual who take part in collective conversation are talking as an individual -me- 
and/or as a plural -us-. Chu & Kim (2011) suggest analyzing eWOM behaviors in depth with 
the goal of identifying particular influential individuals. Kilambi, Laroche and Richard (2013) 
emphasize the fact that “all members of a community know and understand themselves as a 
collective”. In this perspective, the contribution of peer-to-peer communication in co-creation 
of value becomes important especially with respect to its viral-like advertising (Strutton et al., 
2011). 

In the light of so many different approaches, we develop a new simplified matrix of con-
sumer input to the firm and related output (Figure 1). Of course, input for the consumer con-
stitutes output for the firm and vice versa, and convergence can take place only if the results 
are positive for both parties. 

There are essentially three types of value input made by the consumer: 
1) value in co-proposition - the consumer gives his/her opinion independently before 

sale and use (co-advertising, co-planning, and co-production); 
2) value in co-selling - the consumer interacts when buying the good, collaborating in 

the sale and logistics; 
3) value in co-use - the consumer interacts in use of the service and post-sales assis-

tance. 
 
At the same time, individuals receive two types of value inputs: 

a) functional benefits represented by their cognitive and affective perception of eco-
nomic advantages like price, quality and time saving; 

b) social benefits classified as personal- me/identity-, relational – us/friends- and so-
cial – us/society -. 



 

The arrows going in different directions are the key feature of the diagram and indicate 
that these benefits are the result of more than one type of investment. For example, social 
benefit can accrue in all three phases of dialogue, 

 
Figure 1 - The Co-value model

Source: own 
 
In order to test the robustness of the logic of the model, we develop four research hypot

eses. 
 
H1 - Contemporarity: conversations enable the Actors (companies and individuals) 
to exchange multiple inputs and outputs
means that the traditional divide between value creation 
advertising - and value distribution and consumption 
blurring. 
 
H2 - Co-Advertising Relevance: 
highest level of consumer involvement since individuals conversations are strongly 
influenced by the social desire to share personal experiences, knowledge and opi
ions about the companies or brands they interact wi
 
H3 - Collective responsibility: 
plural topics –us/friends–
mechanism of social or collective control
 
H4 - Convergence: Actors conversations are 
fits- price quality and time
ciety. This leads to a new equilibrium or convergence between the customer pe
spective- logic of money- 
 

 

ng in different directions are the key feature of the diagram and indicate 
that these benefits are the result of more than one type of investment. For example, social 
benefit can accrue in all three phases of dialogue, pre-sale, sale and post-sale

value model 

In order to test the robustness of the logic of the model, we develop four research hypot

conversations enable the Actors (companies and individuals) 
to exchange multiple inputs and outputs before, during and after the sale. This 
means that the traditional divide between value creation - R&D, production and 

and value distribution and consumption – sale, use and post use

Advertising Relevance: co-advertising is the co-creation construct with the 
highest level of consumer involvement since individuals conversations are strongly 
influenced by the social desire to share personal experiences, knowledge and opi
ions about the companies or brands they interact with. 

Collective responsibility: conversations are often focussed on collective or 
–us/society. This requires the company to accept a new 

mechanism of social or collective control. 

Actors conversations are focussed not only on customers’ ben
price quality and time- but also on citizens’ benefits- identity, friends, and s

ciety. This leads to a new equilibrium or convergence between the customer pe
 and the citizen perspective -logic of gift-. 

45 

ng in different directions are the key feature of the diagram and indicate 
that these benefits are the result of more than one type of investment. For example, social 

sale. 

 

In order to test the robustness of the logic of the model, we develop four research hypoth-

conversations enable the Actors (companies and individuals) 
before, during and after the sale. This 

R&D, production and 
sale, use and post use- is 

creation construct with the 
highest level of consumer involvement since individuals conversations are strongly 
influenced by the social desire to share personal experiences, knowledge and opin-

conversations are often focussed on collective or 
us/society. This requires the company to accept a new 

focussed not only on customers’ bene-
identity, friends, and so-

ciety. This leads to a new equilibrium or convergence between the customer per-



46 

 

3. Methodology 
In order to test our hypotheses, we divide the individual benefits into two categories: econom-
ic benefit and social benefit. Both inputs and outputs are measured through semantic mining 
of the key words used in online conversations. We aim to identify web sentiment through 
Netnography Analysis based on a sample of 20 crowd-sourcing platforms, like Innocentive, 
Quora, TripAdvisor, Amazon Turk, etc.. Netnography Analysis as defined by Kozinets “pro-
vides information on the symbolism, meaning, and consumption patterns of online consumer 
groups… it is an online marketing research technique for providing consumer insight”. We 
thus opt to use pure observational online ethnography to measure the normal flow of infor-
mation that users exchange, without any kind intermediation from sources as used in Con-
sumer Behaviour Analysis. Analyzing this “Social game” we intend to identify factors that af-
fect online community usage like Usability and Sociability as defined by Preece (2001), or as 
we understand them in our perspective of market value, Money and Gift. 

Conversation among participants from three sources: Facebook, Twitter and Google Blog 
is monitored (see Appendix). The web voice was first monitored May-June 2012 and in a se-
cond phase May-June 2013. For each of 21 platforms we gathered a total of 600 texts (12,600 
texts) and from these we excluded: 

• Impersonal descriptions which give no information about the user’s experience; 
• All messages from bloggers who belonged to the company; 
• All messages which were too brief to decipher objectively. 
 
This left us with 4,601 texts and a total of over 250,000 words in about 2,000 pages of 

word scripts describing sentiment of consumers in the 21 online communities. Initially we 
tested open software for preliminary linguistic screening, like T-Lab, but the absence of a cal-
ibrated search engine for a web monitoring of very different case histories showed the limits 
of automatism1. Therefore, we opted for a manual check of contents. Researchers were divid-
ed into 4 groups and a cross-linked system of control of words and phrases was used so that if 
observers in one group were not unanimous in interpreting a message it was submitted to a 
group of specialists. 

For each of the 4,601 texts, a deep semantic analysis was conducted. 
The following examples briefly illustrate the workings of text mining. A simplified ma-

trix of consumer inputs to the firm and related outputs is helpful to show the result of this first 
conceptual screening (Figure 2) 

The example shows how consumers’ posts were decoded. The frequency of occurrence of 
the concepts is expressed as relative to a total of 100, but the original data-set, contains multi-
ple frequencies. 

 
4. Results 
As show in figure 3, the Contemporarity is confirmed (H1). In fact, several case histories 
show actors co-acting at the same time in more than one process (Table 1). The overview 
shows that co-advertising is the process with the highest level of consumer involvement 
(28.2%) followed by co-planning of goods and services (16.4%), use (12.8%), co-selling 
(12.7%), co-production (12.5%), co-post-sales (9.7%) and co-logistic (7.8%). 

 

                                                 
 

1
 See Appendix for methodological details 



 

Figure 2 – The co-value chai
TripAdvisor) 

Source: own 
 

Also the Co-Advertising Relevance is
the co-creation construct with the highest lev
important to analyze the relation between this process and the individual benefit perception. 
Co-advertising proves to be closely correlated to 
0.695 at 0.01 significance. This relationship is explained by 
original” and the emotive involvement of individuals using their own creativity. Moreover, 
co-advertising appears closely correlated to 
at 0.05 significance. Lastly, co
Pearson correlation of r2: 0.498 at 0.05 significance. This last functional benefit can be e
plained by the “time saving” benefit for individuals who are collecting information about the 
products, which they are going to purchase.

 
Table 1 – Findings of web monitoring of 4.601 texts

 

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 &
 

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at

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n 

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 CO-PLANNING (collective research & innovation)
INNOCENTIVE 
- co-research & 
prize contest 

41.0 27.5 23.2 1.1

CITY 2.0 - 
knowledge shar-
ing 

88.2 - 11.8 

 

value chain key words: a conceptual framework

Advertising Relevance is confirmed (H2). As we have seen, co
creation construct with the highest level of consumer involvement (Table 2

important to analyze the relation between this process and the individual benefit perception. 
proves to be closely correlated to me/identity with a Pearson correlation of r2: 

0.695 at 0.01 significance. This relationship is explained by the individual wishing to “
the emotive involvement of individuals using their own creativity. Moreover, 
appears closely correlated to friend/us with a Pearson correlation of r2: 0.539 

, co-advertising proves to be closely correlated to 
Pearson correlation of r2: 0.498 at 0.05 significance. This last functional benefit can be e
plained by the “time saving” benefit for individuals who are collecting information about the 

they are going to purchase. 

Findings of web monitoring of 4.601 texts- Relative frequency of concepts

C
o

- 
S

el
li

n
g

 

C
o

-L
o

g
is

ti
c 

C
o

-U
se

 

C
o

-P
o

st
 U

se
 

 
P

ri
ce

 

Q
u

al
it

y
 

T
im

e 

M
e 

- 
Id

en
ti

ty
 

PLANNING (collective research & innovation) 

1.1 4.8 2.4 - 
 

24.0 3.5 1.7 5.9

- - - - 
 

5.7 1.4 - 11.6

47 

n key words: a conceptual framework (example from 

 

As we have seen, co-advertising is 
involvement (Table 2), but it is 

important to analyze the relation between this process and the individual benefit perception. 
with a Pearson correlation of r2: 

the individual wishing to “be 
the emotive involvement of individuals using their own creativity. Moreover, 

with a Pearson correlation of r2: 0.539 
closely correlated to time, with a 

Pearson correlation of r2: 0.498 at 0.05 significance. This last functional benefit can be ex-
plained by the “time saving” benefit for individuals who are collecting information about the 

Relative frequency of concepts 

F
ri

en
d

s 
- 

U
s 

S
o

ci
et

y
 -

 G
if

t 
- 

U
s 

 

N
u

m
b

er
 o

f 
te

x
ts

 

5.9 13.9 51.0 
 

408 

11.6 3.0 78.3 
 

136 



48 

 

 CO-PRODUCTION (collective contents & tasks) 
 

  
HUFFINGTON 
POST - user ge-
nerated contents 

10.0 51.2 28.7 - 3.7 6.2 - 
 

3.3 53.3 2.2 13.3 10.6 17.2 
 

166 

AMAZON 
TURK - cloud 
labor/microtasks 

- 100.0 - - - - - 
 

43.7 15.1 21.1 - - 20.1 
 

57 

QUORA - re-
search tasks 

10.0 40.0 30.0 - - 20.0 - 
 

- 53.1 14.3 14.3 4.1 14.3 
 

92 

 CO-COMMUNICATION (collective creativity) 
  

KLOUT - social 
rating 

- - 50.0 25.0 - 25.0 - 
 

2.1 23.7 9.9 28.1 13.5 22.7 
 

176 

THREADLESS 
- product cus-
tomisation 

21.0 - 75.0 2.2 - 1.8 - 
 

13.1 3.0 11.3 21.8 18.8 32.2 
 

271 

MOUNTAIN 
DEW - product 
selection 

18.6 20.7 39.5 4.2 16.9 - - 
 

4.8 37.1 2.1 14.6 6.0 35.4 
 

342 

 CO-SELLING (collective or interactive shopping)   

EBAY - e-
commerce 

4.3 - 10.2 53.6 21.7 1.4 8.7 
 

34.2 38.4 9.5 6.5 0.8 10.6 
 

300 

FAB - content 
markets 

- - 66.0 20.0 - - 14.0 
 

9.6 34.0 9.6 27.9 11.2 7.6 
 

200 

GROUPON - 
buying groups 

6.7 - - 40.0 13.3 20.0 20.0 
 

31.4 41.4 3.1 7.9 15.2 1.0 
 

162 

 CO-LOGISTIC (collective or interactive logistic) 
FACEBOOK 
PLACES - 
check-in 

- - 32.0 23.0 35.0 10.0 - 
 

6.1 39.8 - 3.3 11.0 39.8 
 

209 

DOMINOS - 
delivery 

9.0 - - - 42.0 19.0 30.0 
 

8.3 56.0 15.6 6.9 7.3 6.0 
 

300 

NEXTDOOR - 
physical sharing 

10.8 8.1 8.1 8.1 13.5 45.0 6.3 
 

4.3 38.0 2.2 - 13.0 42.4 
 

181 

 CO-USE (collective and peer-to-peer cooperation)   

WARCRAFT - 
game sharing 

14.5 - 52.7 23.6 - 9.1 - 
 

16.0 16.0 25.7 20.2 10.2 11.8 
 

407 

DROPBOX - 
joint application 

7.0 - 47.3 2.8 - 40.0 2.8 
 

20.1 64.4 0.8 5.3 6.1 3.4 
 

200 

AIRBNB - 
house sharing 

19.6 2.2 19.6 38.7 - 20.0 - 
 

37.3 27.0 5.0 2.1 20.3 8.3 
 

266 

 CO-POST USE (collective & peer-to-peer cooperation)     

TRIPADVISOR 
- service rating 

39.1 - 4.4 - 4.4 - 52.2 
 

8.1 64.7 0.6 4.0 4.6 17.9 
 

220 

PINTEREST - 
social commerce 

27.2 - 24.5 11.7 - 6.4 30.1 
 

4.0 12.0 17.3 32.0 9.3 25.3 
 

409 

PIRATE BAY - 
downloading 

- 
- 

40.0 - - 30.0 30.0 
 

16.3 38.4 1.2 8.1 5.8 30.2 
 

99 

Total /Average 18.0 8.3 29.7 14.1 8.8 11.1 10.0 
 

14.4 30.5 8.4 12.9 9.9 23.7 
 

4,601 
Source: own 



 

Table 2 - Internal Relationship between types of content and Co
  Price 

Money 
-
ward

Co-dvertising 
& Communi-
cation 

Pearson Corr. 
elation 

0.052

Sig. (2-Tailed) 0.872

Source: own 
 

Figure 3 shows the correlations between co
model. 

 
Figure 3 - The effects of co-advertising on the Co

 
Source: own 

 
In order to compare the intensity of relationships between inputs and outputs of the co

value model, we tested a bivariate correlation with two different levels of significance 0.01 
and 0.05. Our sample shows a first set of relations (

Co-advertising is confirmed to be correlated with three different benefits. A new very 
significant correlation is between 
at 0.01 significance. This relationship can be explained by the fact tha
volved in co-selling focus their conversations on this economic issue. A second univocal co
relation is between co-logistic 
nificance. This relationship is explained by th
which mean customers discuss new forms of cooperation enabled by physical or logistical 
conditions.  

 

 

Internal Relationship between types of content and Co-Advertising
Price - 
Money 
- Re-
ward 

Quality - 
Customisa-
tion - Dif-

ference 

Time - 
Freedom 
- Con-

venience 

Me identity 
- Reputa-
tion - Self 
esteem - 

Difference 

Friends 
Game -
Emulation 
Me too 
together 

0.052 -0.167 0.498 * 0.695 ** 0.539 *

0.872 0.481 0.026 0.001 0.014

shows the correlations between co-advertising and the value inputs of the co

advertising on the Co-value Model 

In order to compare the intensity of relationships between inputs and outputs of the co
value model, we tested a bivariate correlation with two different levels of significance 0.01 
and 0.05. Our sample shows a first set of relations (Table 3). 

is confirmed to be correlated with three different benefits. A new very 
significant correlation is between co-selling and price with a Pearson correlation of r2:0.718 

This relationship can be explained by the fact that customers who are i
selling focus their conversations on this economic issue. A second univocal co

logistic and quality with a Pearson correlation of r2: 0.506 at 0.05 si
This relationship is explained by the functional goals of this form of cooperation, 

which mean customers discuss new forms of cooperation enabled by physical or logistical 

49 

Advertising 
Friends - 

- Fun  - 
Emulation - 
Me too - All 
together - Us 

Society - Ethic 
- Moral - Al-
truism - Rela-
tion - Gift - Us 

0.539 * 0.332 

0.014 0.153 

advertising and the value inputs of the co-creation 

 

In order to compare the intensity of relationships between inputs and outputs of the co-
value model, we tested a bivariate correlation with two different levels of significance 0.01 

is confirmed to be correlated with three different benefits. A new very 
with a Pearson correlation of r2:0.718 

t customers who are in-
selling focus their conversations on this economic issue. A second univocal cor-

with a Pearson correlation of r2: 0.506 at 0.05 sig-
e functional goals of this form of cooperation, 

which mean customers discuss new forms of cooperation enabled by physical or logistical 



50 

 

Table 3 – Internal relationships between different types of content of conversations 
  Price Qualiy Time Me/Identity Us/Friends Us/Society 

Co-
Planning 

Pearson Corre-
lation 

0.069 -      0.240 0.122 0.264 0.279 0.675* 

Sig (2 tailed) 0.774 0.308 0.610 0.260 0.234 0.001 

N 20 20 20 20 20 20 

Co-
Production 

Pearson Corre-
lation 

-      0.079 -      0.268 -      0.265 -      0.204 -      0.110 0.312 

Sig (2 tailed) 0.741 0.253 0.258 0.388 0.642 0.181 

N 20 20 20 20 20 20 

Co-
Advertising 

Pearson Corre-
lation 

0.062 -      0.167 0.498* 0.695* 0.539* 0.332 

Sig (2 tailed) 0.827 0.481 0.026 0.001 0.014 0.153 

N 20 20 20 20 20 20 

Co-Selling 

Pearson Corre-
lation 

0.718** 0.131 0.427 0.232 0.304 -      0.118 

Sig (2 tailed) - 0.583 0.061 0.325 0.193 0.621 

N 20 20 20 20 20 20 

Co-Logistic 

Pearson Corre-
lation 

0.069 0.506* 0.006 -      0.169 -      0.053 0.153 

Sig (2 tailed) 0.773 0.023 0.805 0.477 0.826 0.521 

N 20 20 20 20 20 20 

Co-Use 

Pearson Corre-
lation 

0.121 0.316 0.085 -      0.112 0.266 -      0.304 

Sig (2 tailed) 0.610 0.175 0.720 0.629 0.257 0.193 

N 20 20 20 20 20 20 

Co-post 
Use 

Pearson Corre-
lation 

-      0.124 0.379 0.265 0.329 -      0.043 0.056 

Sig (2 tailed) 0.603 0.099 0.259 0.157 0.856 0.814 

N 20 20 20 20 20 20 

** Correlation n is significant at the 0.01 level (2-tailed) 
* Correlation n is significant at the 0.05 level (2-tailed) 
Source: own 

 
A third group of significant and multiple relationships is connected to co-planning activi-

ties. First of all we observe that co-planning is closely correlated to society/gift/us with a 
Pearson correlation of r2: 0.675 at 0.01 significance. From a theoretical point of view, these 
relationships introduce a rational and cognitive interpretation of social sensitivity. People 
commenting on their personal experience of co-planning use words, phrases and sentences 
which show their awareness of being intellectual co-planners. Last, but not least, it is neces-
sary to observe the weak correlations between co-use and co-post use and social benefits. This 
is partially surprising because friendship and society were expected to be at the core of co-use 
and co-post use activities. 

The Collective Responsibility is confirmed (H3). In order to test this hypothesis, we 
ranked the conversation on the basis of three variables of identity -me- relationships, -friends- 
and society -us- The first five communities involving a strong element of identity -me-, ap-
pear often well positioned in terms of relationship -friends- and society -us-. There are also 
intermediate situations like Groupon where consumers show interest in sharing purchase cou-
pons with friends but do not find the game innovative enough to give distinction of self-
identity. Overall, there are few communities where the consumer gives a low value to friend-



 

ship (Amazon MTurk, eBay, City 2.0.). Moreover, values are very high in the “
ables and reveal an increasing
nected (Figure 4). 

 
Figure 4 - The percentage of identity 

Source: own 
 
Finally, we confirm also the Convergence

cited in almost the whole of the texts shows that the risks of consumer exploitation exist but 
are largely balanced out by consumer attention to the social content of services. What is si
nificant is that consumer and citizen interests do no
could be objected that communities like eBay and Groupon have a very small social dime
sion, but as a matter of fact, we found that dialogue is often about 
about the experiential and psyc
nals that the convergence of interests is not taken for granted, and many consumers comment 
on the need to be careful about their rewards. It is precisely this explicit mention of risks that 
comprises a defense mechanism
From our point view, this is new evidence of the convergence between the customer perspe
tive - logic of money - and the citizen perspective 

With the aim of analysing 
forms we tested Principal component analysis (PCA)
information. We then inserted two 
(Figure 5). These two components in fact explain 68.88% of the original variance of outputs.

 

 

ship (Amazon MTurk, eBay, City 2.0.). Moreover, values are very high in the “
ables and reveal an increasing awareness of ethical implications of being continuously co

The percentage of identity -me-, relationship -friends- and society

Finally, we confirm also the Convergence (H4). The fact that the social 
cited in almost the whole of the texts shows that the risks of consumer exploitation exist but 
are largely balanced out by consumer attention to the social content of services. What is si
nificant is that consumer and citizen interests do not appear in inverted order: for example, it 
could be objected that communities like eBay and Groupon have a very small social dime
sion, but as a matter of fact, we found that dialogue is often about following the rules
about the experiential and psychological dimension of use (Figure 8). These are frequent si
nals that the convergence of interests is not taken for granted, and many consumers comment 
on the need to be careful about their rewards. It is precisely this explicit mention of risks that 

defense mechanism against negative aspects of the convergence taking place. 
From our point view, this is new evidence of the convergence between the customer perspe

and the citizen perspective -logic of gift-. 
ith the aim of analysing in more depth the available data-set and clustering the 20 pla

Principal component analysis (PCA) as to reduce the amount of redundant 
information. We then inserted two new latent variables (Components 1 and 2) into

). These two components in fact explain 68.88% of the original variance of outputs.

51 

ship (Amazon MTurk, eBay, City 2.0.). Moreover, values are very high in the “society” vari-
awareness of ethical implications of being continuously con-

and society -us- 

 

social variables were 
cited in almost the whole of the texts shows that the risks of consumer exploitation exist but 
are largely balanced out by consumer attention to the social content of services. What is sig-

t appear in inverted order: for example, it 
could be objected that communities like eBay and Groupon have a very small social dimen-

following the rules, and 
8). These are frequent sig-

nals that the convergence of interests is not taken for granted, and many consumers comment 
on the need to be careful about their rewards. It is precisely this explicit mention of risks that 

against negative aspects of the convergence taking place. 
From our point view, this is new evidence of the convergence between the customer perspec-

set and clustering the 20 plat-
reduce the amount of redundant 

new latent variables (Components 1 and 2) into the model 
). These two components in fact explain 68.88% of the original variance of outputs. 



52 

 

Figure 5 - The ranking of communities according to the concepts of money and gift

Source: own 
 

Table 4 - The results of component analysis
Initial 

Components Total % of variance

1         4.272       47.470 

2         1.927       21.412 

3         0.863          9.585 

4         0.626          6.951 

5         0.466          5.173 

6         0.321          3.566 

7         0.213          2.368 

8         0.208          2.306 

9         0.105          1.169 
Source: own 
 
Component 1 comprises the emotive world of

Component 2 comprises the rationale world of
sitioning of the 20 communities can be almost fully described by the two new Components 
(Figure 6). 

The 20 platforms studied clearly have different vocations. It is 
strong vocation for the emotive world of 
such as Warcraft or Pinterest, or for others like City 2.0, Nextdoor or Tripadvisor more f
cused on the rationale world of
“Innocentive” proves to be ranked quite high in both these types. This finding confirms 
digital conversations are focussed not only on customers’ benefits
also on citizens benefits- identity, friends, society.
convergence between the customer perspective
logic of gift. 

 

The ranking of communities according to the concepts of money and gift

The results of component analysis 
Initial Eigenvalues Extraction sum of squared loadings

% of variance Cumulative % Total % of Variance

47.470       47.470        4.272       47.470 

21.412       68.882        1.927       21.412 

9.585       78.467      

6.951       85.418      

5.173       90.591      

3.566       94.157      

2.368       96.525      

2.306       98.831      

1.169     100.000      

comprises the emotive world of “creativity, individual and friends” 
comprises the rationale world of “planning, price, quality and society”.

sitioning of the 20 communities can be almost fully described by the two new Components 

The 20 platforms studied clearly have different vocations. It is not possible to identify a 
strong vocation for the emotive world of “creativity, individual and friends”
such as Warcraft or Pinterest, or for others like City 2.0, Nextdoor or Tripadvisor more f
cused on the rationale world of “planning, price, quality and society”.
“Innocentive” proves to be ranked quite high in both these types. This finding confirms 
digital conversations are focussed not only on customers’ benefits- price quality 

identity, friends, society. It means that we are definitely seeing a new 
convergence between the customer perspective- logic of money – and the citizen perspective 

The ranking of communities according to the concepts of money and gift 

 

Extraction sum of squared loadings 

% of Variance Cumulative % 

47.470       47.470  

21.412       68.882  

  

  

  

  

  

  

  

“creativity, individual and friends” and 
“planning, price, quality and society”. The po-

sitioning of the 20 communities can be almost fully described by the two new Components 

not possible to identify a 
“creativity, individual and friends” for platforms 

such as Warcraft or Pinterest, or for others like City 2.0, Nextdoor or Tripadvisor more fo-
ce, quality and society”. A vocation as 

“Innocentive” proves to be ranked quite high in both these types. This finding confirms that 
price quality and time- but 

It means that we are definitely seeing a new 
and the citizen perspective –



 

Figure 6 - Crowdsourcing platforms positioning

Source: own 
 

5. Conclusion 
This paper employed logic and empirical evidence to focus on the new positive 
of customers and citizens at work. The metrics of the Co
and reinforce the basic idea of convergence between the customer 
ey- and the citizen perspective 
cent case histories focusing on the managerial implications of the new social game. 

The hypothesis of convergence was proven through the
tion between customer and companies from 20 international crowd
findings show that the continuous
(customer and/or citizens) are changing the va
a renewed social sensitivity, which is clearly influenced by 
new context, co-advertising is the co
volvement since individuals’ conversations are strongly influenced by the social desire to 
share personal experiences, knowledge and opinions about the companies or brands they i
teract with.  

Consequently, companies are able to promote, mediate and intercept customers’ con
sations, but the only possibility for individuals is to keep companies under non
observation. The new overlap of 
panies and individuals’ responsibility, and reduce the distance betwee

 

Crowdsourcing platforms positioning  

This paper employed logic and empirical evidence to focus on the new positive 
customers and citizens at work. The metrics of the Co-Value Model were used to measure 

and reinforce the basic idea of convergence between the customer perspective
and the citizen perspective -logic of gift-. The model was applied to a large number of r

on the managerial implications of the new social game. 
The hypothesis of convergence was proven through the analysis of continuous convers

tion between customer and companies from 20 international crowd-sourcing platforms. The 
continuous digital conversations between companies and individuals 

(customer and/or citizens) are changing the value creation process. Convergence is driven by 
a renewed social sensitivity, which is clearly influenced by collective responsibilities. 

is the co-creation construct with the highest level of consumer i
dividuals’ conversations are strongly influenced by the social desire to 

share personal experiences, knowledge and opinions about the companies or brands they i

Consequently, companies are able to promote, mediate and intercept customers’ con
sations, but the only possibility for individuals is to keep companies under non
observation. The new overlap of dialogue and sale can generate a positive loop between co
panies and individuals’ responsibility, and reduce the distance between market and society.

53 

 

This paper employed logic and empirical evidence to focus on the new positive convergence 
Value Model were used to measure 

perspective- logic of mon-
. The model was applied to a large number of re-

on the managerial implications of the new social game.  
continuous conversa-

sourcing platforms. The 
digital conversations between companies and individuals 

lue creation process. Convergence is driven by 
collective responsibilities. In the 

creation construct with the highest level of consumer in-
dividuals’ conversations are strongly influenced by the social desire to 

share personal experiences, knowledge and opinions about the companies or brands they in-

Consequently, companies are able to promote, mediate and intercept customers’ conver-
sations, but the only possibility for individuals is to keep companies under non-contractual 

can generate a positive loop between com-
n market and society. 



54 

 

Our panel of 4,601 texts was not geographically defined and this could represent a limita-
tion of the results. Furthermore, although numerous studies show how socio-demographic 
characteristics influence the interaction between customers and companies, this study makes 
no cross-cultural analysis. In this perspective recent studies on peer-to-peer communication 
show their interaction varies according to the gender and origin of the user.  

Moreover, our analysis does not consider the factors of mediation and moderation exist-
ing in forums and reviews, especially online. An additional avenue for future research could 
be to test the new co-value model in different industries and cluster the role of digital conver-
sations in various contexts. Moreover, it would be interesting to analyze the role of various 
tools used by customers during their conversation. In fact, new technologies, and in particular 
mobile devices, could lead to new form of dialogue and value co-creation. Finally, the seman-
tic mining of words and texts could be conducted with more advanced solutions. This requires 
a fine tuning of professional software in line with recent developments in the field. 

 
Methodology Appendix 
For Facebook we used Spiderbook, a tool developed by a web metrics company CaffeinaLab. 
The key word for the search was the name of the service (e.g. TripAdvisor). Spiderbook yields 
the public status of users who were then reclassified for the purposes of analysis. The public 
status shows: 

• No. of friends + No. of friends of commentators (reach) 
• No. of ‘likes’ (engagement) 
• No. of comments (engagement: Comments on status have the same audience as the " 

father status" and no result in terms of engagement. 
• No. of ‘share this’ (engagement) 

 
Not all results have the same level of importance. Importance depends on a combination of 
"reach" (the extent of the audience who could in theory receive the message) and "engage-
ment" (actual reaction on the part of receivers). 
Here is an example expressed algebraically. Two statuses - X and Y- each describe a varia-
ble: 

• Status X is written by a boy who has 1000 friends and Y by a girl who has 100; 
• X gets 300 likes, 3 comments and 10 shares; 
• Y gets 30 likes, 30 comments and 100 shares; 

 
The weight of X is: 1000*300*3*10: 9,000,000 and the weight of Y is 100*30*30*100: 
9,000,000. If there are no other comments, the system thus weighs X and Y at 50% each. 
For Twitter we used its own search engine selecting “All” and set the key word as the name of 
the service without the hashtag (#). This shows all single mentions. Relevant replies to tweets 
were also included. The relative weighting of reach and engagement was carried out using the 
same principles as for Facebook and the following parameters: 

• No. of followers (reach) 
• No. of retweets (engagement) 
• No. of replies to tweet (engagement): Replies” have the same audience as the ‘parent 

tweet’ and were given no weight for engagement. 
• No. of "favourites", in other word the number of times a tweet was added as a favour-

ite by a follower. 
 

For the search on Google Blog the keyword was again the name of the service. In cases where 
there were fewer than 200 results, we used any available "Google Suggestions" to insert a 



 

term to help the search. If possible we used terms link
ample "used TripAdvisor", “got TripAdvisor
For Google Blog, reach and engagement
number of comments on each message.
In the final weighing, the three sources were given a weight corresponding to the number of 
mentions in each. The final result, the ‘web sentiment’, is thus a weighted average of opinions 
expressed by individual users.

 
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