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Yuri Seo

Bio: Yuri Seo is an academic researcher from University of Auckland. The author has contributed to research in topics: Social media & Consumption (economics). The author has an hindex of 19, co-authored 48 publications receiving 1264 citations. Previous affiliations of Yuri Seo include Victoria University of Wellington.

Papers
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Journal ArticleDOI
TL;DR: In this article, the authors adopt the theory of social practices as a critical lens for understanding computer game consumption as multiple "nexuses of doings and sayings" which represent the elements of and are situated within the broader context of consumer culture.
Abstract: This article adopts the theory of social practices as a critical lens for understanding computer game consumption as multiple ‘nexuses of doings and sayings’, which represent the elements of and are situated within the broader context of consumer culture. Specifically, we explore an emerging phenomenon of an organised and competitive approach to computer gaming, referred to as ‘electronic sports’ or ‘eSports’, by offering a novel conceptualisation of eSports as an assemblage of consumption practices. In our endeavour, we illustrate that eSports practices are performed by consumers through multiple interconnected nexuses of unique understandings, tools, competencies and skills, whereby these nexuses transcend the elements of digital play to include the watching and governing of eSports. Accordingly, eSports consumers take on multiple roles beyond being considered merely as ‘players’, engaging with this phenomenon using different nexuses of practical activities. Our findings suggest that, in order to gain a...

148 citations

Journal ArticleDOI
TL;DR: In this paper, the authors explored the role of various stakeholders within the value network of eSports actors and concluded that the collaborative efforts of gaming companies, players, online communities, governing bodies, and many other stakeholders play important roles in enriching and sustaining the experiential value of eSports consumption.
Abstract: Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world consumption. This paper advances the concept of eSports consumption in marketing by developing the experiential perspective of competitive gaming as an assemblage of multiple interrelated experiential performances, which traverse the virtual and real worlds. In order to understand how the experiential value of eSports is emergent, the paper moves towards exploring the roles of various stakeholders within the value network of eSports actors. The findings show that the collaborative efforts of gaming companies, players, online communities, governing bodies, and many other stakeholders play important roles in enriching and sustaining the experiential value of eSports consumption. The paper concludes that companies need to shift their focus away from the aspects of computer games per se, and to move towards the collaborative design and management of eSports experience within the value network of multiple marketin...

143 citations

Journal ArticleDOI
TL;DR: In this article, the authors illustrate how marketers can encourage contemporary consumers to become strongly oriented toward sustainable fashion product consumption (SFPC) by developing and staging memorable consumer-centered experiences that orient consumers toward SFPC encourages the consumers achieving desired balance states.

127 citations

Journal ArticleDOI
TL;DR: In this paper, tourist complaining on social media is considered as an interactive process of value formation and the importance of adequate organizational responses in order to foster value co-creation or avoid co-destruction.

127 citations

Journal ArticleDOI
TL;DR: In this article, the authors explore the social world and self-concept dynamics underlying this form of consumer behavior and highlight that professionalized pursuits can be conceived as distinct fields of cultural production.

125 citations


Cited by
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01 Jan 2014
TL;DR: Using Language部分的�’学模式既不落俗套,又能真正体现新课程标准所倡导的�'学理念,正是年努力探索的问题.
Abstract: 人教版高中英语新课程教材中,语言运用(Using Language)是每个单元必不可少的部分,提供了围绕单元中心话题的听、说、读、写的综合性练习,是单元中心话题的延续和升华.如何设计Using Language部分的教学,使自己的教学模式既不落俗套,又能真正体现新课程标准所倡导的教学理念,正是广大一线英语教师一直努力探索的问题.

2,071 citations

01 Jan 1992
TL;DR: The body politics of Julia Kristeva and the Body Politics of JuliaKristeva as discussed by the authors are discussed in detail in Section 5.1.1 and Section 6.2.1.
Abstract: Preface (1999) Preface (1990) 1. Subjects of Sex/Gender/Desire I. 'Women' as the Subject of Feminism II. The Compulsory Order of Sex/Gender/Desire III. Gender: The Circular Ruins of Contemporary Debate IV. Theorizing the Binary, the Unitary and Beyond V. Identity, Sex and the Metaphysics of Substance VI. Language, Power and the Strategies of Displacement 2. Prohibition, Psychoanalysis, and the Production of the Heterosexual Matrix I. Structuralism's Critical Exchange II. Lacan, Riviere, and the Strategies of Masquerade III. Freud and the Melancholia of Gender IV. Gender Complexity and the Limits of Identification V. Reformulating Prohibition as Power 3. Subversive Bodily Acts I. The Body Politics of Julia Kristeva II. Foucault, Herculine, and the Politics of Sexual Discontinuity III. Monique Wittig - Bodily Disintegration and Fictive Sex IV. Bodily Inscriptions, Performative Subversions Conclusion - From Parody to Politics

1,125 citations

Book Chapter
01 Jan 2009

877 citations

Journal ArticleDOI
TL;DR: This work conducts a rigorous review of the diverse scholarly literature on VCC, utilizing the results from this review to isolate the two main theoretical dimensions of VCC and expose the three conceptual elements which underlie each dimension.
Abstract: The surge in academic and practical interest in the topic of value co-creation (VCC) highlights an equivocal understanding of its conceptual boundaries and empirical constituents. Our search of the diverse scholarly literature on VCC identified 149 papers, from which we extract the two primary conceptual VCC dimensions of co-production and value-in-use. Though the combination of these two distinct dimensions is theoretically necessary to describe VCC, 79% of the studies in our dataset consider only one or the other. Such underlying theoretical ambiguity may explain conflicting results in earlier studies and motivates our effort to offer four contributions to the literature. First, we conduct a rigorous review, integrating existing work to expose the theoretical core of VCC. Second, we utilize the results from our review to isolate the two main theoretical dimensions of VCC and expose the three conceptual elements which underlie each dimension. Third, we apply our theoretical findings to derive empirical measurement constructs for each dimension. Fourth, we refine, analyze, and test the resulting measurement index in an investigation into consumer satisfaction.

734 citations

01 Jan 2004
TL;DR: Prahalad and Ramaswamy as mentioned in this paper presented a framework for co-creation of value where customer is at the centre stage, and the authors have accomplished that with aplomb.
Abstract: THE FUTURE OF COMPETITION: CO-CREATING UNIQUE VALUE WITH CUSTOMERSC.K. Prahalad & Venkat RamaswamyThe authors - C.K. Prahlad and Venkat Ramaswamy, are known for their non-traditional approach and that has made possible to bring out this path breaking book. Unlearning age old management practices and understanding the changes that is sweeping the business world and giving a framework to the still evolving concept of co-creation of value where customer is at the centre stage is indeed a tough task. And authors have accomplished that with aplomb.Our industrial system is generating more goods and services than before but customer satisfaction remains low in spite of having overwhelming choices, profit level of companies is shrinking though many more decision making tools are at its disposal. What is going wrong and how to set this right? Companies are grappling with these issues and trying to fathom these problems. With the emerging technologies, customers are well informed, well connected with their peer groups and very active in their domain. Now customers have started playing dominant role in the value chain through co-creation of experience which enhances the value.The book can be divided into three distinct parts covering twelve chapters, highlighting future of competition and the role to be played by consumers, markets and companies. First six chapters develop the framework of consumers' role in the changing scenario. Early chapters give a brief account of the change that is taking place; how autonomy of companies in creating product value and satisfying consumers, is slowly and surely giving way to consumer-centric approach? How consumer and firm interact and co-create value, and how the cocreation experience becomes the very basis of value? The authors develop the co-creation experience framework in the subsequent chapters very cogently and lucidly. It goes like this, the co-creation experience depends highly on individuals. Each person's uniqueness affects co-creation process as well as co-creation experience. Dialogue, access, risk assessment and transparency (DART) are the building blocks of value co-creation process and companies use this to engage customer effectively as collaborator. In the domain of competition, co-creation experience plays the most important role in decision making. This process further gains momentum in the later chapters of first part as co-creation experience is shaped by dimensions such as choice of channels, options made available, quality of transaction and price-experience relationship. This experience will vary from consumer to consumer due to the different traits of individual. To ensure that the transaction between the consumer and the firm produces positive co-creation experience, the presence of an appropriate environment is imperative, authors develop this concept very carefully. This environments accommodate the heterogeneity of consumer and facilitate a variety of co-creation experience. In the present day world, emerging technology acts as an experience enabler, facilitating innovation in experience environment. With intense competition, sky high consumer expectation; consumer looks for uniqueness which is possible only through personalized co-creation experience. …

657 citations