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1 – 10 of 28
Article
Publication date: 20 November 2017

James Durl, Jakob Trischler and Timo Dietrich

This paper aims to explore co-design as a method for actively involving young consumers in the design of an alcohol education program that utilizes an interactive Virtual Reality…

1386

Abstract

Purpose

This paper aims to explore co-design as a method for actively involving young consumers in the design of an alcohol education program that utilizes an interactive Virtual Reality (VR) component.

Design/methodology/approach

Dietrich et al. (2017) six-step framework was applied to a co-design project involving four groups of 14- to 16-year-old Australian high school students. Data collection included observations by three facilitators, written feedback from members of each group and video presentations of the generated ideas. The data analysis focused on investigating the applicability of the six-step framework to young consumers and evaluating the quality and practicality of the generated ideas.

Findings

Sensitization is key to enabling young consumers to become equal participants during the co-design process. Sensitization allowed the participants to engage in the design task in a playful manner, which fostered active participation and creative insights during the co-design session. A team approach based on interactivity and group autonomy enabled adolescents to contribute insights into their specific needs and wants. This was complemented by a trusting environment and the presence of immediately available yet “hands off” facilitators.

Research limitations/implications

The findings are limited to one specific sample and design task. Future research is required that investigates co-design with young consumers in different contexts.

Practical implications

This paper provides guidance for the application of co-design with young consumers by highlighting the importance of sensitization and facilitation.

Originality/value

This study marks one of the first approaches to co-designing alcohol education programs, including VR components, with young consumers. The findings contribute to a better understanding of the consequences of involving young consumers through co-design.

Details

Young Consumers, vol. 18 no. 4
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 21 November 2016

Kathy Knox, David James Schmidtke, Timo Dietrich and Sharyn Rundle-Thiele

This paper aims to examine the socialization of alcohol through a reflective writing task within a social marketing program delivered to adolescents. The aim was to elicit…

Abstract

Purpose

This paper aims to examine the socialization of alcohol through a reflective writing task within a social marketing program delivered to adolescents. The aim was to elicit adolescents’ experiences and perceptions of alcohol and investigate cognitions, emotions, attitudes’ and behaviors regarding alcohol.

Design/methodology/approach

This study used a qualitative approach in which 1,214 adolescents aged 14 to 16 years were invited to write a story about an experience that involved alcohol. Data were qualitatively coded, and themes were discerned by an inductive analytic process.

Findings

Adolescents’ perceptions of alcohol were arranged along a continuum from mere description with little analysis to reasoned reflection and cognition. Qualitatively different socializing agents, learning situations, processes and effects of learning were apparent in the narratives. Family roles influenced adolescents’ perceptions and experiences of alcohol.

Research limitations/implications

This study supports the use of narratives and reflective introspection tasks as methods that uncover insights into the socialization of alcohol among adolescents. Findings provide guidance to social marketers and alcohol educators for future program design. By understanding the continuum of developing socializations toward alcohol, social marketers can effectively engage adolescents and design targeted programs involving key social learning variables that shape adolescents’ perceptions and experiences with alcohol.

Originality/value

Narratives provide a research methodology that can bring consumer voice to inform scenarios that can be delivered in future program design.

Details

Young Consumers, vol. 17 no. 4
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 11 April 2023

Pamela Saleme, Timo Dietrich, Bo Pang and Joy Parkinson

This paper presents a methodological analysis of the co-creation and evaluation of “Biobot Academy” social marketing program to promote socio-emotional skills and prosocial…

Abstract

Purpose

This paper presents a methodological analysis of the co-creation and evaluation of “Biobot Academy” social marketing program to promote socio-emotional skills and prosocial behaviour in children, using a Living Lab method. This paper aims to identify how using a Living Lab method can enhance the co-creation and evaluation of a gamified social marketing program with users and stakeholders. To the best of the authors’ knowledge, this paper is the first to apply and further develop a Living Lab framework to guide social marketing program design.

Design/methodology/approach

Using a case study method, the Living Lab process was applied during the development of the gamified social marketing program for promoting socio-emotional skills and prosocial behaviour in children. In total, 28 online and in-person sessions over a two-year period led to program co-creation. Guided by a mixed method approach, testing was conducted in a non-randomised waitlist control trial, while qualitative data from in-game data capture, classroom observations and recordings were collected.

Findings

The application of the Living Lab method warranted improvements, specifically to the front-end and back-end steps of the existing process. While the non-randomised trial indicated effectiveness of the social marketing program across all outcome measures (self-awareness, empathy and prosocial behaviour intentions) compared to control, qualitative findings showed program improvements were needed on three specific aspects, namely, interactivity, user experience and comprehension.

Originality/value

This study provides methodological guidance for the application of the Living Lab method in other social marketing settings to help co-create innovative social marketing solutions with diverse stakeholder groups.

Details

Journal of Social Marketing, vol. 13 no. 3
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 16 July 2018

Erin Hurley, Jakob Trischler and Timo Dietrich

This paper aims to investigate in a transformative service research (TSR) context how users can be involved through co-design and what contributions they can make during this…

1732

Abstract

Purpose

This paper aims to investigate in a transformative service research (TSR) context how users can be involved through co-design and what contributions they can make during this process.

Design/methodology/approach

A six-step co-design process was used to plan and facilitate two co-design sessions that involved a total of 24 participants. The collected data include field notes, transcripts from group discussions, recordings of idea presentations and the evaluation of ideas.

Findings

A recruitment strategy that uses strong networks and sensitizes users through generating awareness of the underlying issue can prevent the waste of valuable resources. During the facilitation stage, experts need to find the fine line between close guidance and giving voice to the users. User-generated ideas set the starting point for new value propositions that more effectively support users in their value creation processes.

Research limitations/implications

The findings are limited to one specific sample and design task. Future research is required that investigates the application of co-design to other TSR contexts.

Practical implications

In TSR, organizations will need to follow a different co-design approach owing to the sensitive nature of the design task and/or users that are not driven by innovation-related motivations. Organizations should tap into their networks to raise awareness and recruit suitable participants. To capture users’ unique insights and foster the collective creativity, facilitation should focus on enabling participants through the use of design tools and team management.

Originality/value

The study contributes new insights into requirements, challenges and benefits of applying co-design to TSR contexts. The study shows that ordinary users, if empowered, can give important insights into the design of new value propositions.

Details

Journal of Services Marketing, vol. 32 no. 6
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 11 September 2017

V. Dao Truong and Timo Dietrich

Limited attention has been given to the study of social marketing at the graduate level. Such a study not only reveals research interests and trends, but also provides insights…

2337

Abstract

Purpose

Limited attention has been given to the study of social marketing at the graduate level. Such a study not only reveals research interests and trends, but also provides insights into the level of academic evolution or maturity of the social marketing field. This paper aims to examine social marketing as the subject of master’s theses.

Design/methodology/approach

A search strategy found 266 social marketing-focused master’s theses completed from 1971 to 2015. These theses were analysed by host countries, institutions, disciplinary contexts and degree programmes for which they were submitted.

Findings

Only four theses were submitted from 1971-1980 and eight completed in 1981-1990. The number of theses increased to 35 in 1991-2000, 118 between 2001 and 2010 and 101 in the past five years (2011-2015). The USA was the leading producer of social marketing master’s theses, followed by Canada, Sweden, China, South Africa, the UK and Kenya. A majority of theses were housed in the disciplines of business, health and communication, and none of them was submitted for a Master of Social Marketing degree.

Originality/value

This is the first study that investigates master’s theses with an exclusive focus on social marketing. Implications for the evolution, learning and teaching of social marketing are provided.

Details

Journal of Social Marketing, vol. 8 no. 1
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 8 May 2017

Timo Dietrich, Jakob Trischler, Lisa Schuster and Sharyn Rundle-Thiele

The purpose of this paper is to investigate how vulnerable consumers can be involved in transformative service design and how this approach may enhance the design of such…

3478

Abstract

Purpose

The purpose of this paper is to investigate how vulnerable consumers can be involved in transformative service design and how this approach may enhance the design of such services. The study also analyzes how co-design with vulnerable consumers differs from existing user involvement processes with the purpose of developing a co-design framework.

Design/methodology/approach

A case study approach was employed, with six high schools in Australia identified as sites to conduct co-design sessions for a school-based alcohol education program. Adolescents were invited to review and (re)design an existing alcohol education program.

Findings

The study indicates that co-design with vulnerable consumers cannot be approached in the same way as conventional user involvement processes. Based on the insights generated from six co-design sessions as well as the examination of user involvement and co-design literature, the authors propose a six-step co-design framework. The six steps comprise resourcing, planning, recruiting, sensitizing, facilitation and evaluation.

Research limitations/implications

The co-design framework illustrates important differences to conventional user involvement processes. However, the generalizability of the research findings is limited to a specific study setting and a narrowly defined sample. Future research in a different setting is needed to further validate the presented findings.

Practical implications

For service design practice, this study provides guidelines on how co-design activities with vulnerable consumers can be effectively resourced, planned, recruited, sensitized, facilitated and evaluated. The framework outlines how co-design may be applied so that vulnerable consumers can become empowered participants during the design process.

Originality/value

This research contributes to the knowledge in transformative service research – a priority in service research – and service design by extending the boundaries of our understanding of processes and tools for the involvement of vulnerable consumers in transformative service design.

Details

Journal of Service Theory and Practice, vol. 27 no. 3
Type: Research Article
ISSN: 2055-6225

Keywords

Article
Publication date: 10 June 2020

Pamela Saleme, Timo Dietrich, Bo Pang and Joy Parkinson

Gamification has gained popularity in social marketing research; however, its application remains limited to a few contexts, and relatively little is known about how innovative…

1358

Abstract

Purpose

Gamification has gained popularity in social marketing research; however, its application remains limited to a few contexts, and relatively little is known about how innovative gamification technologies such as augmented reality can be applied to social marketing programme design. This paper aims to demonstrate the application of gamification to a social marketing pilot programme designed to increase children’s empathy and empathic behaviour.

Design/methodology/approach

Informed by social cognitive theory (SCT), a mixed-method research design was adopted using pre- and post-programme surveys (n = 364) to assess effectiveness using paired samples t-test. Qualitative data included observations, participant’s questions and a feedback activity at the end of the programme. A thematic analysis was undertaken to examine the data and detect meaningful insights.

Findings

Children’s affective empathy and empathic behaviour outcomes were improved following the pilot programme. However, no effects were observed for cognitive empathy and social norms. Thematic analysis revealed three themes to further improve the game: developmentally appropriate design, user experience and game design.

Research limitations/implications

Findings demonstrated challenges with the application of SCT outlining a disconnect between the design of the gamified programme and theory application.

Practical implications

This study provides initial evidence for the application of innovative gamification technologies to increase empathy in children.

Originality/value

To the best of the authors’ knowledge, this paper is the first to examine how a gamified social marketing programme can increase empathy in children.

Details

Journal of Social Marketing, vol. 10 no. 3
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 31 August 2020

James Durl, Timo Dietrich and Krzysztof Kubacki

Gamified and engaging school-based alcohol social marketing programs have demonstrated effectiveness; however, wide-scale dissemination of these programs is limited by their…

Abstract

Purpose

Gamified and engaging school-based alcohol social marketing programs have demonstrated effectiveness; however, wide-scale dissemination of these programs is limited by their resource-intensive character. The purpose of this paper is to address this limitation, a brief alcohol social marketing pilot program was derived from a comprehensive alcohol social marketing program to compare effectiveness.

Design/methodology/approach

A sample of 115 14–16-year-old adolescents from six secondary schools participated in the brief alcohol social marketing pilot program. Program effectiveness was assessed using repeated measure analysis on adolescents’ knowledge, attitudes, social norms, self-efficacy and intentions to binge drink. Results were compared with the comprehensive social marketing program and a control group.

Findings

The brief pilot program produced statistically significant outcomes for the same measures as the comprehensive program across attitudinal variables, descriptive norms and opportunistic self-efficacy.

Research limitations/implications

Converting existing social marketing programs into brief alternates is more cost-effective and, in this case, demonstrated better outcome effects. However, findings are limited as in-depth comparisons were hindered by changes to content across program modes. No process for converting comprehensive programs into brief alternates was identified prior to this study, and therefore a number of considerations for program alteration were derived from program facilitator experiences.

Originality/value

The findings provide initial evidence that a brief version of an existing comprehensive program can be an effective alternate to more resource-intensive programs under more cost-effective circumstances for program developers and facilitators.

Details

Journal of Social Marketing, vol. 10 no. 3
Type: Research Article
ISSN: 2042-6763

Keywords

Content available
Article
Publication date: 28 June 2021

Sharyn Rundle-Thiele, Timo Dietrich and Denni Arli

403

Abstract

Details

International Journal of Bank Marketing, vol. 39 no. 4
Type: Research Article
ISSN: 0265-2323

Article
Publication date: 15 March 2018

Timo Dietrich, Rory Mulcahy and Kathy Knox

There is growing evidence that serious games can be an effective tool in social marketing programmes. Although multiple (serious) game attribute frameworks exist, there is limited…

1220

Abstract

Purpose

There is growing evidence that serious games can be an effective tool in social marketing programmes. Although multiple (serious) game attribute frameworks exist, there is limited knowledge about which game attributes are applicable for sensitive social marketing issues. This research aims to fill this gap by compiling a taxonomy of game attributes for serious games based on the existing literature and investigating which of the game attributes users prefer in the context of an alcohol programme targeted at adolescents.

Design/methodology/approach

Three serious games were administered to a sample of adolescents as part of a larger trial. Game feedback data from 640 participants are coded and compared using the synthesised classification taxonomy of reward-based and meaningful game attributes.

Findings

Meaningful game attributes are more frequently preferred than reward game attributes across all three serious games.

Research limitations/implications

This study examined serious games targeting only one specific context (alcohol) in one market segment (Australian adolescents) on one gaming platform (online).

Practical implications

This study proposes that meaningful game attributes are more important than reward game attributes when designing serious games for (alcohol) social marketing programmes. Nevertheless, social marketers must also recognise that reward-based game attributes are important attributes, as they are essential for making and motivating gameplay.

Originality/value

This research is the first social marketing study that provides insight into game attributes which are preferred by users of serious games or gamified technology in social marketing programmes.

Details

Journal of Social Marketing, vol. 8 no. 3
Type: Research Article
ISSN: 2042-6763

Keywords

1 – 10 of 28