Keyphrases
Anthropomorphism
75%
Artificial Agents
98%
China
23%
Citizenship Behavior
42%
Crowdsourcing
39%
Crowdsourcing Community
43%
Customer Citizenship Behavior
58%
Customer Experience
22%
Customer Focus
23%
Customer Loyalty
26%
Customer Participation
100%
Customer Service
48%
Customer Service System
19%
Dangerous Situation
58%
Detrimental Effects
45%
Double-edged Effects
22%
Double-edged Sword
29%
Double-edged Sword Effect
27%
Dual Identification
19%
Employee Citizenship
19%
Extended Abstracts
39%
Financial Services
28%
Generation Z (Gen Z)
25%
Hong Kong
25%
Human-like
40%
Idea Crowdsourcing
30%
Interpersonal Attraction
39%
Moderating Effect
43%
Motivation
22%
Non-beneficiaries
39%
Other-efficacy
39%
Physical Safety
58%
Preferential Treatment
39%
Relational Values
20%
Safety Perception
22%
Self-efficacy
39%
Self-other
27%
Service Agent
39%
Service Co-production
46%
Service Employees
36%
Service Encounter
40%
Service Evaluation
28%
Service Participation
22%
Service Teams
25%
Services Marketing
25%
Synergistic Effect
22%
Transference
25%
Value Creation
44%
Virtual Community
19%
Workplace Ostracism
39%
Social Sciences
Authors
28%
Automotive Industry
19%
China
19%
Co-Creation
19%
Competitive Advantage
22%
Consumer Behavior
29%
Consumer Perception
39%
Coproduction
39%
Cultural Values
29%
Customer Delight
19%
Customer Loyalty
26%
Decision Making
19%
Economic Growth
19%
Economic Guidelines
19%
Emotions
23%
Employee Creativity
19%
Envy
19%
Financial Services
27%
Generation Z
39%
Health Care Delivery
19%
Hong Kong
24%
Hospitality
23%
Information Processing
19%
Internal Marketing
19%
Internet-Of-Things
19%
Job Performance
24%
Justice
19%
Laboratory Experiment
79%
Marketing of Service
27%
Online Interaction
19%
Online Service
19%
Online Social Interaction
19%
Organizational Citizenship Behavior
39%
Personnel
39%
Price
19%
Price Fixing
19%
Psychology
22%
Robotics
19%
Self Esteem
19%
Self-Efficacy
19%
Self-Image
19%
Service Innovation
19%
Social Interaction
19%
Social Network
19%
Stereotypes
19%
Theoretical Perspective
19%
Virtual Community
19%
Willingness-to-Pay
39%
Working Conditions
19%
Workplace Ostracism
39%