The Role of Digital Artifacts in Fostering Ecosystem Creation
Edoardo Meraviglia, Jacopo Manotti, Davide Moiana, Antonio Ghezzi and Andrea Rangone
Politecnico di Milano, Department of Management, Economics and Industrial Engineering,
Via Lambruschini 4B, 20156, Milan, Italy
Keywords: Digital Artifact, Ecosystem, Value Creation, Value Capture.
Abstract: Since 2008, blockchain has slowly entered our lives in different ways: from Bitcoins and crypto currencies to
platforms like Ethereum, to NFTs and Fan Tokens. There is often still speculation about these issues, but there
are successful use cases that have revitalized traditional industries: this is the case in the sports industry. Many
sports teams, particularly football teams, have always tried to monetize their fans in various ways to create
new sources of revenue; and thanks to Fan Tokens this has been possible. Consequently, an exploratory
multiple case studies was conducted in order to analyze how a digital artifact (Fan Token) can create an
ecosystem that helps sports companies to innovate and monetize through increased fan engagement. As a final
result, this research has led to the definition of an empirical model that demonstrates how the intrinsic
characteristics of a digital artifact can be harnessed to create an ecosystem to create and capture value from
fan-customers.
1 INTRODUCTION
In the increasingly dynamic and interconnected
context of contemporary digital society,
technological evolution has generated new forms of
digital tools that not only reflect technological
progress, but also actively influence the way people
interact with the world around them. In the field of
sport, in fact, we are faced with a reality characterized
by universal appeal and emotional involvement. Sport
represents a common language that overcomes
cultural and language barriers. The passion
surrounding sporting events provides fertile ground
for experimenting and implementing technologies
that amplify this emotional connection between fans
and teams (Fonti et al., 2023). Sports teams also
enjoy a large supporter base that, thanks to
globalization and digital connectivity, can be reached
and engaged with globally offering a unique
opportunity to implement technology solutions that
amplify fan engagement.
One of the most important examples of the latter
is the introduction of Fan Tokens, which have opened
a new frontier in fan engagement, transforming the
traditional passive relationship into an active and
personalized involvement. These tokens, usually
based on blockchain technologies, allow fans to
directly participate in the dynamics of the team and
access exclusive benefits. Thanks to this opportunity,
to exploit the affordances generated by these Fan
Tokens, which were identified in digital artifacts
objects (Kallinikos et al., 2013), entrepreneurs and
established firms can create new way to monetize
from their customers and new services and value
propositions to offer to them (Autio et al., 2018).
However, despite the recent start of explorations
in the literature on the potential of digital artifacts
(Kallinikos et al., 2013, Ojala et al., 2023) and the
analysis of ecosystems and their internal dynamics
(Adner, 2017; Felch & Sucky, 2022), the assessment
of the impact of a digital artifact on the creation of an
ecosystem is still an unexplored area of research.
Therefore, this research aims at providing its
contribution to the connection between digital
artifacts and ecosystems with the research question:
“How do digital artifacts enable the creation of
ecosystems?”. In particular, through an exploratory
multiple case study, this research evaluates how the
implementation of Fan Tokens has enabled the
creation of ecosystems that cross the traditional
boundaries between sport and technology, combining
technology providers, sports clubs, and fans in a
fruitful synergy.
This study contributes to prior literature in three
ways. Firstly, the study explores, how the inherent
characteristics of the digital artifact (e.g. Fan Token)
Meraviglia, E., Manotti, J., Moiana, D., Ghezzi, A. and Rangone, A.
The Role of Digital Artifacts in Fostering Ecosystem Creation.
DOI: 10.5220/0012594400003690
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 26th International Conference on Enterprise Information Systems (ICEIS 2024) - Volume 2, pages 667-674
ISBN: 978-989-758-692-7; ISSN: 2184-4992
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
667
have created new business opportunities and opened
up new avenues of interaction for technology
providers. Secondly, it provides an understanding of
how traditionally game-oriented sports clubs have
approached the world of technology through the
adoption of these innovations and what activities and
resources come into play. Thirdly, how the digital
artifact has a positive impact on fan engagement and
consequently what sources of value are created and
captured, within and outside the ecosystem, as a result
of the development and use of the digital artifact.
2 LITERATURE REVIEW
Ecosystems. Due to the multiplicity of concepts
related to the ecosystem theory, there is redundancy
and overlapping of theoric fields that raised confusion
about what an ecosystem is and where an ecosystem
perspective, of a specific environment, can or cannot
add value (Adner, 2017). Adner (2017, p. 4) defined
an ecosystem as “the alignment structure of the
multilateral set of partners that need to interact in
order for a focal value proposition to materialize”.
Adner (2017) added another important contribution to
the ecosystem theory, distinguishing between
ecosystem-as-affiliation, which sees the ecosystem as
a community of associated actors, and ecosystem-as-
structure, which views ecosystem as a configuration
of activities defined by a focal value proposition.
From the definition provided by Adner, four elements
characterize ecosystems: activities, actors, positions,
and links.
In the ecosystem theory the locus of value creation
lies in the presence of interdependencies and
complementarities among actors, whose contribute to
the creation of a focal value proposition for customers
(Kapoor, 2018). While complementarities represent
an economic relationship between offers in terms of
value creation potential (Felch and Sucky, 2022),
interdependencies constitute a structural relationship
between offers in terms of how they are
interconnected for value creation and how a change
in one offer can affect the contribution of other offers
to value creation (Kapoor, 2018). Another important
contribution of Kapoor (2018) is the identification of
three objects that are fundamental for an ecosystem,
which are: bottlenecks, complementors, and
platforms. All these aspects, technology architecture,
interdependencies, and integration systems, have a
fundamental impact on how value is created in an
ecosystem (Kapoor, 2018).
Value creation mechanisms received attention by
a different perspectives (e.g., Amit and Zott, 2001),
Zott and Amit (2010) and Amit and Zott (2001)
defined the 4 sources of value creation: novelty, lock-
in, complementarities, and efficiency. Later, Amit
and Han (2017) discussed the new sources of value
creation in a digitally enabled world in which digital
platforms and ecosystems play a significant role.
Another important study on the different types of
value was conducted by Lepak et al. (2007), in which
there is a distinction between the use and exchange
value. Respectively, the former is the quality
perceived by the customers in relation to their needs
(Bowman and Ambrosini, 2000), whereas the latter is
the monetary amount realized at a certain point in
time (Bowman and Ambrosini, 2000).
Digital Artifacts. Several authors tried to give a
clear definition of what is a digital artifact (Ekbia,
2009; Zittrain 2008), but only Kallinikos et al. (2013)
explicitly pointed out the characteristics of digital
artifacts. Following other authors (e.g., Ekbia, 2009;
Zittrain, 2008), Kallinikos and colleagues (2013)
highlight how digital artifacts differ from physical
entities of non-digital constitution along a number of
dimensions/characteristics, namely: editability,
openness, distributedness, and interactivity.
Moreover, digital artifacts are often embedded in
mutable interdependencies with other entities in
broader digital ecosystems, and digital artifacts can
generate other digital objects often distributed in the
same or other ecosystems, therefore making the
connection with ecosystem theory (Kallinikos et al.,
2013). These findings suggest that digital ecosystems
will never settle due to the incomplete and mutant
nature of these digital artifacts (Kallinikos et al.,
2013). Based on these characteristics, Ojala et al.
(2023) created a framework on which exploiting the
digital artifacts characteristics to internationalize new
ventures (Ojala et al., 2023).
Therefore, we can notice how clear the concept of
"ecosystem" has become an important topic among
scholars and practitioners particularly in the past two
decades (Adner, 2017, Jacobides et al., 2018).
Furthermore, several authors agree on the crucial role
that digital artifacts (Kallinikos et al., 2013, Ojala et
al., 2023) play in the development of ecosystems.
However, although the literature has clearly defined
what an ecosystem is, how it is structured and what
the internal dynamics are, the question of how actors
within an ecosystem (Adner, 2017) interact and align
to create value in the presence of a digital artifact
(Kallinikos et al., 2013) is missing. Therefore, this
research will focus on how the digital artifact, through
its characteristics, is the enabler of an ecosystem. All
this is encompassed in the research question: How do
digital artifacts enable the creation of ecosystems?
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3 METHODOLOGY
This research employs a qualitative (Gartner and
Birley, 2002) and exploratory study based on a
multiple case study (Yin, 1984; Eisenhardt, 1989;
Eisenhardt & Graebner, 2007) to investigate the
creation of ecosystems by digital artifacts. This
method suits research questions responding to a
“why” or “how” when the investigator does not have
control over events and when the focus is on
contemporary events. In particular, a multiple case
study approach has been chosen because the literature
has recognized that it is more robust compared to a
single one (Yin, 1984), and it allows to obtain
generalized results, enabling comparisons among
different manifestations of the phenomenon
(Eisenhardt & Graebner, 2007).
The digital artifact (Kallinikos et al., 2013) acts as
a unit of analysis (Yin, 1984), central to the creation
of an ecosystem in which actors collaborate around a
shared value proposition (Adner, 2017). In this
research, the Fan Token, which is a utility token
(Glossario blockchain, 2022) created through
blockchain technology (Glaser, 2017; Nakamoto,
2008), is seen as digital artifact. The Fan Token is
composed of two basic components: on the one hand,
immutable pure computing elements related to the
blockchain structure, and on the other hand,
modifiable computing components, which are linked
to related services, such as redeemable experiences in
terms of “rewards” and the possibility of voting, both
of which can be modified over time. This second
component emphasizes the connection and similarity
between the Fan Token and digital artifact
characteristics (Kallinikos et al., 2013).
3.1 Case Sampling
In the approach chosen for case selection in this
study, a heterogeneous approach was taken. This
means that the goal is to include cases representing
different patterns of behaviour, outcomes, decisions,
and evolutionary stages of the analyzed process.
Heterogeneity aims to identify and compare different
types related to the same phenomenon, providing a
comprehensive view of the dynamics involved (Yin,
1984). To implement this approach, it was essential
to establish in advance the number and type of cases
to examine (Yin, 1984). After defining the research
question that our research focuses on, it was identified
the key players involved in this ecosystem, such as
technology providers, responsible for the creation and
sale of Fan Tokens, sports teams that collaborate with
technology providers to increase the engagement of
their fans, and finally, the sports team supporters
themselves who constitute the end users of digital
artifacts. Among all the types of sports teams that
participate to the Fan Tokens initiatives, it was
decided to select only the football firms. This choice
is due to the fact that football is the most popular and
followed sport in the world in fact has about 3.5
billion sports team supporters and about 250 million
players in more than 200 countries. Moreover,
football is responsible for 40% of the overall market
value of sports business, which was more than $500
billion in 2022.
During the initial phase of the case study selection
process, a geographical criterion was adopted. The
selection was deliberately limited to European
football clubs. This geography-based approach was
deemed to be of significant importance as the
dynamics and opportunities in the Fan Token industry
can vary considerably between different regions. To
ensure that the selection of cases was accurate and
reliable, the official FIGC database was used, which
contains detailed information on a wide range of
European football clubs. The research led to 70
football teams operating with Fan Token platforms.
In order to refine the selection process, the selection
focus shifted to the technological providers to first
understand which one is considered to be the most
important and most established, so as to also narrow
the selection field to football teams. In this case, the
criteria chosen was to select the technology providers
with the highest Fan Token market cap (sum of
market value of all the Fan Tokens traded in the
platform) in the Europe landscape. Following this
selection criteria, Bitci was excluded due to the too
low market cap. The selection of Socios and Binance
will allow a focus on companies with greater
relevance and impact in the industry, making the
analysis more meaningful and representative of the
dynamics at play, particularly in the European
context. Moreover, for the heterogeneity of the
sample, Socios and Binance have been selected due
to the different case studies, respectively a more
diversified player, and a more focused player. From
the numerous teams associated with Socios, Juventus
FC, AC Milan and Lega Serie A were selected as
objects of study for this research. This selection was
based on a targeted strategy to examine very
heterogeneous cases in order to obtain a diverse
representation of the context of Fan Tokens in
football. Among the two European teams partnered
with Binance, FC Porto was selected over S.S. Lazio,
in order to introduce a foreign team into the set of
cases studied for research. This strategic decision
aimed to provide a comprehensive and diversified
The Role of Digital Artifacts in Fostering Ecosystem Creation
669
overview of interactions between the platform and
football teams, both domestically and internationally.
In addition, for AC Milan, Juventus FC, and FC
Porto, supporters were selected in order to understand
better the overall environment built around the Fan
Token. Instead, it did not select any sports team
supporters for Lega Serie A since this firm does not
own specific passionate sports team supporters due to
its nature of league for the highest Italian football
championship.
3.2 Data Collection
The data collection phase of the research utilized a
comprehensive strategy involving primary and
secondary sources to ensure data triangulation.
Secondary sources such as YouTube videos,
podcasts, whitepapers, and press releases provided
additional context, while primary sources included in-
depth semi-structured interviews with key
informants. The 10 interviews, divided into sections
based on the topics of the literature review, were
recorded, transcribed, and conducted in an interactive
competence (Langley et al., 2013; Collins, 2004)
involving technology providers, sports teams, and
sport team supporters, as shown in Table 1. The data
collection phase involves interviews with different
actors in the ecosystem, maintaining a neutral stance
to ensure objectivity. Informants are considered
knowledgeable agents, and the research aims at a
generalizing analysis, treating the case studies as
multiple experiments (Gioia et al., 2013). Following
Yin's approach (Yin, 1984), “analytical
generalization” integrates existing theories with
empirical evidence, contributing to a comprehensive
understanding of the impact and dynamics of the
digital artifact on the ecosystem. Such approach
allowed some flexibility for spontaneous exploration
of emerging themes. The richness of the dataset was
further enhanced by the inclusion of secondary data
from external documents, ensuring a robust
foundation for subsequent analysis.
Table 1: Overview of the case studies.
Sports teams Technology
providers
Sports team
supporters
Juventus FC
Socios
Sub
j
ect A
AC Milan Sub
j
ect B
Le
g
a Serie A /
/
FC Porto Binance Subject C
3.3 Data Analysis
After the data collection phase, the research
continued with the analysis and interpretation of the
collected data, focused on the development of a
discussion based on the results. Following the “logic
of replication” (Eisenhardt and Graebner, 2007), each
case was treated as an independent experiment in both
internal and cross-case analyses. The focus was on
understanding the ecosystem mechanisms and
interactions facilitated by the digital artifact. After the
analysis of the individual cases, a cross-case
comparison identified similarities and differences,
answering the research question. The analysis made
use of coding, using an inductive Grounded Theory
methodology (Glaser and Strauss, 2017). An
inductive coding tree, incorporating constructed and
in vivo codes (Glaser and Strauss, 2017; Gioia et al.,
2013), reflected the language of the informants. The
iterative process consolidated the codes into first-
order concepts, followed by a second-order analysis
that aggregated the categories into overarching
themes. This process culminated in an empirical
model (Eisenhardt, 2023) which illustrates how the
digital artifact enables the creation of an ecosystem.
4 RESULTS
Following a comprehensive analysis of the results
derived from interviews conducted with key
stakeholders across the ecosystem, a systematic
process has been elucidated regarding the
development of Fan Tokens and their associated
Ecosystem by the firms involved. The process is
divided into two macro-phases: Phase 1 Focal
Value Proposition Design, in which the main actors
involved in the ecosystem – Technology Provider
(e.g., Binance and Socios) and Sports Teams (e.g., FC
Porto, AC Milan, Juventus FC) – align with each
other, in terms of creation of connection of activities,
resources and competences, envisioning, and effort
on added value to the focal value proposition; Phase
2 Ecosystem Alignment, in which there is the
introduction and activation of sports team supporters,
which from the use of Fan Tokens create value for the
technology provider (e.g., Binance and Socios) and
for sports teams (e.g., FC Porto, AC Milan, Juventus
FC). Moreover, there is the establishing of new
relationships with other actors (e.g., NFT Kings and
Lega Serie A) for the supply of resources and inputs
for the creation of complementary products to deliver
to the sports team supporters.
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4.1 Focal Value Proposition Design
The trigger point that fosters the creation of this type
of ecosystem is the Fan Token. Both the technology
providers interviewed (Binance and Socios) have
claimed that the Fan Token has been the starting point
for the creation of a new business. For example, the
Socios’ Partnership Manager claimed: “As far as the
token [Fan Token] is concerned, it was the simplest
and most easily applicable decision at the time
because it did not require a lot of effort”. Moreover,
the Socios’ CEO, during a YouTube interview
claimed: “So, we decided to create an ecosystem
based on blockchain in order to engage and monetize
sports fans all over the world”. In this phase the
technology providers identify the Fan Token as an
opportunity to create a new business unit (e.g.,
Binance) or a new digital startup from scratch (e.g.,
Socios). Then, they decide which technological
infrastructure to use, whether to exploit the existing
one (e.g., Binance) or to create a completely new one
(e.g., Socios). As explained by the Binance’s Head of
Marketing and BD: “There is not separate technical
department. The technicians in Binance are general,
then they do the tasks. As I said before, it's not that at
a technical setting level the fantoken part is different
from the Binance core, it's the same thing more
vertical on the fantoken…”.
During this phase, the technology provider starts
to establish collaborations with other actors in order
to co-create the Fan Token, as explained by Socios’
Partnership Manager: “Together with the
collaborative teams we propose a poll and when we
decided it and when the team gives me its approval
we will upload every time on the platform that poll
with all the experiences and rewards connected.”.
During the alignment between the technology
provider and the actors, there is the establishing of
interdependencies and of what a firm will give to the
other side and viceversa, as claimed by AC Milan’s
Associate Strategy Manager:“…what we give Socios
when we enter into a partnership with them is access
to a fanbase of hundreds of millions of fans around
the world… They have resources dedicated to Milan,
we have a resource dedicated to Socios, and then we
agree on what activities to do, when to do them...”
4.2 Ecosystem Alignment
In this phase, the overall ecosystem architecture is
almost complete thanks to the activation of sports
team supporters and the introduction of other actors
(e.g., Lega Serie A) which provide inputs that are still
relevant to the ecosystem, as explained by Lega Serie
A’s Partnership Manager: “To conclude, with Socios,
which is a very active partner and wants to activate a
lot of users to make them interact in their platform,
we did the activity related to matchball, so the NFC
ball.”. In this phase, there is the constitution of the
overall alignment structure on which actors interact
with each other to materialise a focal value
proposition.
Thanks to the activation of sports team supporters,
the sports teams can engage their fans thanks to the
interaction that the Fan Token allows, as explained by
the Juventus FC’s Head of Operations and Strategy:
“Then over time we saw that it works more what it
involves. In fact, as we did on 'design your own shirt'
which we then made, marketed and so on, you leave
the grids much more open, but the ingredients you go
for are controlled. So you leave space and you leave
freedom…”. In addition, they can reach fans all over
the world, who previously were unable to interact
with their favourite football team, as explained by AC
Milan’s Associate Strategy Manager: “Now we are
able to reach foreign fans such as fan from Turkey,
Indonesia, etc., that previously was impossible to
reach.”; and FC Porto’s Marketing Manager: “So, for
our fans across the world, we do think it will bring us
new fans and share our image throughout the
world…”.
Due to the possibility to interact with and to reach
more fans, both, sports teams, other actors,
technology providers, can capture value through the
use of Fan Tokens and other digital objects (e.g.,
Matchball NFC of Lega Serie A, or NFTs) as claimed
by Juventus FC’s Head of Operations and Strategy:
“On an economic level there was a huge benefit
because we did a very important revenue sharing
…So we benefit economically and in terms of value
from what? From the fans! That's something we like
anyway, it's a more direct channel…”. On the other
side, also sports team supporters are more engaged
due to the interaction possibility created by the Fan
Token, as claimed by Subject A: “I do believe that
fan tokens can open an incredible door to the sporting
world and not just to fans. As I said before, the ability
to access luxury areas … made me realise the power
of constant work and commitment in using tokens”.
5 DISCUSSION
In our rapidly evolving digital age, in which digital
artifacts are replacing physical objects (Kallinikos et
al., 2013; Ekbia, 2009), and the creation of
ecosystems (Adner, 2017; Jacobides et al., 2018) is
needed by established and new firms, it is important
The Role of Digital Artifacts in Fostering Ecosystem Creation
671
to shed light on the connection between these two
previously unconnected research streams. Moreover,
it is crucial to study this new phenomenon that is
revitalising the sports industry with some success
cases, which innovate their relationship with
customers (sports team supporters) and create new
revenue streams beside the typical ones in this
“traditional” industry. So, the topic is attractive not
only from a theoretical point of view but also from a
managerial and practical perspective.
From this study emerges that digital artifacts can
foster the creation of an ecosystems. Particularly, the
characteristics of digital artifacts (Kallinikos et al.,
2013) foster the creation of an ecosystem (Adner,
2017; Jacobides et al., 2018) thanks to their
connections with the sources of value creation (Amit
and Zott, 2001) and with value capture mechanisms
(Lepak et al., 2007). Each of these characteristics, and
their connections with the value creation and capture
mechanisms, are specific for each of the two phases
described in the previous section.
5.1 Theoretical Contribution
The empirical model derived sheds light on how the
intrinsic characteristics of digital artifacts (Kallinikos
et al., 2013) can foster the activation of value creation
and capture mechanisms (Amit and Zott, 2001; Lepak
et al., 2007) for each of the phases represented. In
other words, the characteristics of digital artifacts can
foster the creation of an ecosystem thanks to the
connection between these characteristics and the
value creation and capture mechanisms.
Proposition 1: The editability and openness
characteristics of digital artifacts foster the
activation of novelty and efficiency sources of value
creation during the creation of interdependencies
among actors for the design of the focal value
proposition.
The editability and openness characteristics of
digital artifacts (Kallinikos et al., 2013) are the
possibility to modify and update the elements of a
digital artifact and to be accessible and modifiable by
a program. Those characteristics can activate the
sources of value creation, novelty and efficiency
(Amit and Zott, 2001), during the establishment of
interdependencies among actors in the first phase
“Focal Value Proposition Design”. Thanks to the two
characteristics of digital artifacts (editability and
openness), the firms, involved in the creation of a
focal offer, can create value in a novel and efficient
way (digital artifact) through which they will conduct
transactions with the customers. Moreover, these
characteristics (editability and openness) allow the
design and arrangement of all the elements that
constitute the focal value proposition (digital artifact).
Editability and openness guarantee the increase of
efficiency and novelty in the following ways:
Decreasing transaction costs due to the higher speed
and facility through which the information will be
transmitted and increasing the efficiency of the
transactions thanks to the possibility to
instantaneously update and modify the focal offer for
the customers; Creation of a novel product that
enhances new way through which transactions will be
conducted and structured with previously
unconnected parties, eliminating inefficiencies and
creating new markets.
Proposition 2: The interactivity and
distributedness characteristics of digital artifacts
foster the activation of lock-in and complementarities
sources of value creation during the overall
ecosystem alignment among all the actors involved.
The interactivity and distributedness
characteristics of digital artifacts (Kallinikos et al.,
2013) are the possibility, for the customers, to interact
and activate functions embedded in the digital artifact
and the nature of being borderless and distributed in
a broader digital ecosystem. Those characteristics can
activate the sources of value creation, lock-in and
complementarities (Amit and Zott, 2001), during the
“Ecosystem Alignment” phase (Adner, 2017).
Thanks to these two characteristics of digital artifacts
(interactivity and distributedness), the firms that
operate in the ecosystem can create value for
customers through lock-in and complementarity
sources (Amit and Zott, 2001). The interactivity
characteristic fosters the increase of lock-in source of
value creation thanks to the possibility of creating
retention and loyalty in repeat transactions with
customers. Whereas the distributedness characteristic
fosters the increase of complementarity source of
value creation due to the opportunity to reach several
actors (e.g., customers, partners, etc.), without any
boundary obstacles, with whom the firms, already in
the ecosystem, can create a new network of partners
for the co-creation and supply of relevant inputs for
complementary products.
Proposition 3: The interactivity and
distributedness characteristics of digital artifacts
foster the capture and appropriation of value for the
firms involved in the ecosystem.
Thanks to the interaction of customers and the
possibility to access to complementary products
worldwide, the firms, in the ecosystem, can capture
value (Lepak et al., 2007) from the customers’ usage
of digital artifacts. Thanks to the utilisation of the
digital artifact by customers, the firms can capture
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different types of value to increase their revenues,
acquire new customers, and understand better their
audiences through data analysis.
To resume all of these propositions into the
proposition that answers the question on which this
study is grounded:
Proposition 4: The intrinsic characteristics of the
digital artifacts allow the creation of an ecosystem
thanks to their connections with the mechanisms of
value creation and capture for each of the phases
needed to create the respective ecosystem.
The representation of the empirical model
obtained is shown in Figure 1. This model represents
the connection between the intrinsic characteristics of
digital artifacts (Kallinikos et al., 2013), the phases
identified for the creation of an ecosystem (Adner,
2017), and the mechanisms of value creation and
capture (Amit and Zott, 2001, Lepak et al., 2007). In
this representation, it can be observed how the
different characteristics of digital artifacts foster
different value creation and capture mechanisms in
different ways along the two phases needed for the
creation of an ecosystem enabled by a digital artifact.
Moreover, in the Phase 1 there are just value creation
mechanisms, due to the need to design a novel and an
efficient way to deliver the digital artifact to the
customers; whereas, in the Phase 2 there is the
introduction of value capture mechanisms to capture
and appropriate value from customers’ interactions.
Figure 1: Empirical model representation.
6 CONCLUSION
This study investigated how digital artifact can foster
the creation of an ecosystem. Particularly, it has been
concluded that digital artifacts, thanks to their
intrinsic characteristics, can foster value creation and
capture mechanisms within an ecosystem. Moreover,
these characteristics are useful for each of the phases
needed to create an ecosystem. Besides this
discovery, this research enriches the Ecosystem
theory. The need to conduct this study stemmed from
the gap identified in the literature between previously
unconnected streams: ecosystem and digital artifact.
Thanks to this research, these two theories are now
matched, and can pave the way for future studies. It
was conducted an exploratory research using multiple
case studies on a sample of four cases identified with
six companies and three sports fans interviewed.
Sports business was chosen as industry of reference
thanks to its specific characteristics (Fonti et al.,
2023) and its big market value. In particular, the
application of Fan Tokens to the football industry (a
segment of sports industry) has been the field on
which this study is grounded to answer the research
question. The outcome of this work is an empirical
model that help to understand how to create an
ecosystem exploiting the characteristics of a digital
artifact. To conclude, this study led to new original
insights, but has some limitations due to the small
sample size and the subjectivity that occurs in
qualitative research. Indeed, Future research could
expand the scope to include other sports and regions.
Incorporating quantitative measures could strengthen
the validity of the proposed model and offer a more
comprehensive understanding of the impact of digital
artifacts in ecosystem creation.
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