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Andreas M. Kaplan
Researcher at ESCP Europe
Publications - 63
Citations - 22006
Andreas M. Kaplan is an academic researcher from ESCP Europe. The author has contributed to research in topics: Social media & Higher education. The author has an hindex of 30, co-authored 60 publications receiving 18499 citations. Previous affiliations of Andreas M. Kaplan include HEC Paris & University of Cologne.
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Valuing the Real Option of Abandoning Unprofitable Customers when Calculating Customer Lifetime Value
TL;DR: In this paper, the authors proposed an approach that combines real-options analysis and customer lifetime value (CLV) to evaluate the seller's flexibility to abandon unprofitable customers.
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Brave New World? On AI and the Management of Customer Relationships
Barak Libai,Yakov Bart,Sonja Gensler,Charles F. Hofacker,Andreas M. Kaplan,Kim Kötterheinrich,Eike B. Kroll +6 more
TL;DR: In this paper, the authors conduct a critical analysis of how artificial intelligence (AI) affects the essential nature of customer relationship management (CRM) and survey the AI capabilities that will transform CRM into AI-CRM and examine how the transformation will influence customer acquisition, development and retention.
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European management and European business schools: Insights from the history of business schools
TL;DR: In this paper, the authors look at the history of business schools and identify specific characteristics that are common to European management schools and define European management as a cross-cultural, societal management approach based on interdisciplinary principles.
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Factors Influencing the Adoption of Mass Customization: The Impact of Base Category Consumption Frequency and Need Satisfaction
TL;DR: In this paper, the authors investigated the influence of a customer's base category consumption frequency and need satisfaction on the decision to adopt a mass-customized product within this base category and found that the more frequently a subject consumes products out of the base category or the more satisfied his or her needs are due to this consumption, the higher the behavioral intention to adopt an individualized printed newspaper.
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Consumer Use and Business Potential of Virtual Worlds: The Case of “Second Life”
TL;DR: The results indicate that users do not consider SL as a mere computer game but as an extension of their real lives, which has implications for how marketing managers can use this online application that go beyond those known from traditional computer or online games.