Refine
Year of publication
Document Type
- Bachelor Thesis (42)
- Master's Thesis (33)
- Part of Periodical (31)
- Doctoral Thesis (8)
- Diploma Thesis (1)
- Habilitation (1)
Keywords
- Innovation (3)
- World of Warcraft (3)
- Business Intelligence (2)
- CCRDMT (2)
- Computerspiel (2)
- Crowdsourcing (2)
- Innovationsmanagement (2)
- Rollenspiel (2)
- Absorptive capacity (1)
- Advertising (1)
- Akzeptanz (1)
- Allgemeine Systemtheorie (1)
- Amazon Mechanical Turks (1)
- Annotationsmodell (1)
- B2B (1)
- BGV A1 (1)
- Bedarfsforschung (1)
- Blog marketing (1)
- Case Study (1)
- Challenges (1)
- Closed Source (1)
- Cold Chain (1)
- Common Annotation Framework (1)
- Corruption (1)
- Creativity (1)
- Datenbanksystem (1)
- Design Science Research (1)
- Design Thinking (1)
- Diagramm (1)
- Dienstleistungsproduktivität (1)
- Digital Rights Management (1)
- Digitale Bibliothek (1)
- Diskriminierung (1)
- Distribution <Linguistik> (1)
- Dynamische Netzwerkanalyse (1)
- E-Learning (1)
- EMIL-S (1)
- Effectiveness (1)
- Eigenschaften von Teammitgliedern (1)
- Einstellung (1)
- Eisenbahn-Unfalluntersuchungsstellen (1)
- Eisenbahnunfalldatenbank (1)
- Eisenbahnunfallkosten (1)
- Elektronische Bibliothek (1)
- Empirische Sozialforschung (1)
- Employee Behavior (1)
- Enterprise Collaboration Sytems (1)
- Entrepreneurship Education (1)
- Entrepreneurship Experience and Extra-curricular Activity (1)
- Entropia Universe (1)
- Experiment (1)
- Fehlerverhütung (1)
- Fernarbeitsregelungen (1)
- Food Transportation System (1)
- Foodstuff (1)
- Forschungsprojekt KMU 2.0 (1)
- GIRT (1)
- GMI-Controlling (1)
- Gamification (1)
- Geschäftsmodell (1)
- Geschäftsmodellinnovation (1)
- Geschäftsprozessmodell (1)
- Herausforderungen (1)
- Homeoffice (1)
- Human resources management (1)
- IPTV (1)
- Inflation (1)
- Information Retrieval (1)
- Informationsmanagement (1)
- Informationsmanagementsystem (1)
- Informetrie (1)
- International organization (1)
- Internet (1)
- Internet of Things (1)
- Join (1)
- Jungunternehmen (1)
- KI-Strategie (1)
- KSAO (1)
- Kleine und mittlere Unternehmen (1)
- Klimawandel (1)
- Knowledge Sharing (1)
- Kollaborationsplattform (1)
- Konzeption (1)
- Kookkurrenz (1)
- Korruption (1)
- Korrutionsprävention (1)
- Kundenmanagement (1)
- Künstliche Intelligenz (1)
- Last-year students (1)
- Lastenheft (1)
- Layout (1)
- Layout <Mikroelektronik> (1)
- Lernumgebung (1)
- Literaturrecherche (1)
- MMORPG (1)
- Media Asset Management (1)
- Mehrbenutzer-Annotationssystem (1)
- Metriken (1)
- Mezzanine-Finanzierung (1)
- Micro Finance (1)
- Mittelstand (1)
- Mixed method (1)
- Mobile Arbeit (1)
- Modell (1)
- Modellierungswerkzeug (1)
- Modulnetze (1)
- Multimediale Assets (1)
- Nachhaltigkeit (1)
- National Investigation Bodies (1)
- Netzwerk kleiner und mittlerer Unternehmen (1)
- Netzwerkmanagement (1)
- Nutzen Condition Monitoring (1)
- OPD-SHRM (1)
- OSS (1)
- Offener Innovationsprozess (1)
- Onlinesucht (1)
- Open Innovation (1)
- Open Source (1)
- Open Source Software (1)
- Pflichtenheft (1)
- Power Law (1)
- Predictive Maintenance (1)
- Prevention (1)
- Prozesskette (1)
- Prozessmanagement (1)
- Prävention (1)
- Psychohygiene (1)
- Qualität (1)
- Qualitätsmodell (1)
- Qualitätssicherung (1)
- RDMT (1)
- Railway Diagnostics & Monitoring Technologies (1)
- Railway Research (1)
- Railway Research Topics (1)
- Railway Safety (1)
- Railway Safety Research (1)
- Rechtemanagement (1)
- Regionalbanken (1)
- Relationales Datenbanksystem (1)
- Responsible Research and Innovation (1)
- RuneScape (1)
- SVG (1)
- Second Life (1)
- Shared Annotation Model (1)
- Shared Annotations (1)
- Simulation (1)
- Social Cognitive Career Theory (1)
- Social Entrepreneurship in Vietnam (1)
- Social Network Analysis (1)
- Social Networking Platforms (1)
- Social Software (1)
- Software-Customizing (1)
- Solutions (1)
- Staat (1)
- Startups (1)
- Structural Equation Modeling (1)
- Supply Chain Management (1)
- Survey Research (1)
- Sustainability (1)
- Systemtheorie (1)
- TQM (1)
- TRIZ (1)
- Taxonomie (1)
- Technikfolgenabschätzung (1)
- Technologiefrüherkennung (1)
- Technologiemanagement (1)
- Telearbeit (1)
- Total Quality Management (1)
- Unfallkostenberechnung (1)
- Unternehmen (1)
- Unternehmensnetzwerke (1)
- Verantwortung (1)
- Virtuelle Teams (1)
- Virtuelle Welt (1)
- Virtuelle Welten (1)
- Virtuelle Zusammenarbeit (1)
- Virtuelle Ökonomien (1)
- Vorausschauende Instandhaltung (1)
- Vorbeugung (1)
- Wachstum (1)
- Wayside Train Monitoring Systems (1)
- Web 2.0 (1)
- Web log (1)
- Weblog (1)
- Werbeform (1)
- Werbung (1)
- Word-of-Mouth (1)
- advertisements (1)
- attitude (1)
- behavior of employers (1)
- blockchain (1)
- co-occurrence (1)
- collaboration plattform (1)
- data sharing (1)
- delivery drone (1)
- design thinking (1)
- diagram (1)
- digital library (1)
- disability-adjusted life year (1)
- distributed ledger (1)
- drone (1)
- e-Commerce (1)
- entrepreneurial design thinking (1)
- entrepreneurial thinking (1)
- entrepreneurship education (1)
- experiment (1)
- healthcare (1)
- iSearch (1)
- identification of organization (1)
- kollaboratives Lernen (1)
- metrics (1)
- model (1)
- myAnnotations (1)
- nachhaltigkeitsorientierter Führungsstil (1)
- personality characteristics (1)
- quality adjusted life year (1)
- quality assurance (1)
- reputation of company (1)
- risks (1)
- social networks (1)
- taxonomy (1)
- teams (1)
- technology acceptance model (1)
- value of a statistical life (1)
Institute
- Institut für Management (116) (remove)
In order to enhance the company’s appeal for potential employees and improve the satisfaction of already salaried workers, it is necessary to offer a variety of work-life balance measures. But as their implementation causes time and financial costs, a prioritization of measures is needed. To express a recommendation for companies, this study is led by the questions if there are work-life balance measures which have more impact on employee satisfaction than others, how big the relative impact of work-life balance measures on job satisfaction in comparison to other work and private life variables is, if there is a relation between the effectiveness of measures and their use and if there is a difference between the measures which are most important from the employees’ perspective and the companies’ offers.
These questions are formulated in eight research hypotheses which are examined in a quantitative research design with online survey data from 289 employees of fifteen different German companies. The formation of a hierarchy of the effectiveness of measures towards job satisfaction as well as the investigation of the relative impact in comparison to other variables is performed using a multiple regression analysis, whilst the differences between employees’ expectations and the availability of offers are examined with t-tests.
Support in childcare, support in voluntary activities and teambuilding events have a significantly higher impact on job satisfaction than other work-life balance measures, and their potential use is higher than the actual use which leads to the conclusion that there is yet potential for companies to improve their employees’ satisfaction by implementing these measures. In addition, flexible work hours, flexible work locations and free time and overtime accounts are the most important measures from the employees’ point of view and already widely offered by the surveyed companies. In general, the overall use of the available measures and the quantity of offered measures are more important with regard to job satisfaction than the specific kind of measure. In addition, work-life balance measures are more important towards job satisfaction for younger people.
Die vorliegende Arbeit beschäftigt sich mit der Betrachtung der Rolle von Vertrauen zwischen den Kapitalnehmern und Kapitalgebern auf einer der größten Crowdfunding-Plattformen, Kickstarter. Kernthema ist die Beantwortung der Forschungsfragen, wie das Vertrauen zwischen den Kapitalgebern und Kapitalnehmern im Kontext von Crowdfunding entsteht, welche Faktoren das Maß von Vertrauen in dieser Beziehung beeinflussen und welche Signale für die Vertrauensbildung verantwortlich sind. Das Ziel dieser Arbeit besteht darin, das von Zerwas, Kilian und von Kortzfleisch 2015 vorgestellte konzeptuelle Modell der Einflussfaktoren von Vertrauen im Kontext von Crowdfunding aus Sicht der Kapitalgeber zu überprüfen und gegebenenfalls zu erweitern.
Auf Grundlage einer Literaturrecherche und qualitativer, leitfadenorientierter Interviews werden die gesammelten Daten diskutiert, bestehende Faktoren verifiziert und weiterführend neue Faktoren und Signale identifiziert, die die Bildung von Vertrauen auf Crowdfunding-Plattformen beeinflussen.
Als Ergebnis werden die Überarbeitung sowie Erweiterung des Ausgangsmodells um die neuen Faktoren geographische Nähe, Vermittlerqualität und Verständnis vom Konzept Crowdfunding vorgeschlagen. Anhand der Häufigkeit der Erwähnung und Relevanz der Faktoren und beeinflussenden Signale in den durchgeführten Interviews wird weiterführend eine Gewichtung der Einzelfaktoren vorgenommen. Abschließend werden Implikationen und Bedeutung für Wissenschaft und Forschung diskutiert.
Grundlagen der Systemtheorie zur Anwendung transdisziplinärer Verfahren der Technikfolgenabschätzung
(2020)
The technological progress is highly responsible for how people live their everyday life. Technical innovations provide new opportunities to re-design all areas of life and because of that the society has to adjust to these changes permanently. These days, due to the fact that there is a changeover from analog into digital processes, this circumstance is highly relevant. However, it is not always clear whether a technological innovation just entails chances or involves risks, too. The research field of technology assessment pursues the goal to examine the influence of technological innovations on the society. For this purpose, unpredictable consequences of a technology need to be anticipated in advance to provide the opportunity of earlier reactions. The core of this thesis a discussion about a project based approach of technology assessment. Additionally, it is being investigated whether and how systems theory approaches can be used to improve predictions in the research area of technology assessment. Therefore, the question of how reliable forecasts are in this kind of context will be answered. Moreover, there is an investigation if an added-value can be created through performing system thinking. As a methodical approach a literature review has been performed. Furthermore, experts were questioned in an interview and by e-mail to gain an insight in the practical work of technology assessment. Based on the elaborated project structure, for each part of the project was examined if significant results can be maintained through the sophisticated use of principles of the systems theory. The analysis of this paper has shown that the results of a technology assessment may have more reliable forecast value in comparison to an investigation without proper consideration of system thinking. Especially, the understanding of a system during the phase of conception of a project can be crucial for the positive outcome for the results of technology assessment. This master thesis represents the theoretical point of view regarding topics technology assessment and systems theory. An application test for the validation of the results in the practical work of technology assessment is recommended.
The objective of this contribution is to conceptually analyze the potentials of entrepreneurial design thinking as being a rather new method for entrepreneurship education. Based on a literature review of different design thinking concepts we carve out a generic design thinking model upon we conceptually build a new model that considers entrepreneurial thinking as a valuable characteristic.
The results of our work show that the characteristics of entrepreneurial design thinking can enhance entrepreneurship education by supporting respective action fields of entrepreneurial learning. In addition we reveal that entrepreneurial design thinking offers beneficial guidelines for the design of entrepreneurship education programs.
Unternehmen in Netzwerken
(2007)
Despite widespread plans of big companies like Amazon and Google to develop unmanned delivery drones, scholarly research in this field is scarce, especially in the information systems field. From technical and legal perspectives, drone delivery in last-mile scenarios is in a quite mature state. However, estimates of user acceptance are varying between high skepticism and exaggerated optimism. This research follows a mixed method approach consisting both qualitative and quantitative research, to identify and test determinants of consumer delivery drone service adoption. The qualitative part rests on ten interviews among average consumers, who use delivery services on a regular basis. Insights gained from the qualitative part were used to develop an online survey and to assess the influence of associated risks on adoption intentions. The quantitative results show that especially financial and physical risks impede drone delivery service adoption. Delivery companies who are currently thinking about providing a delivery drone service may find these results useful when evaluating usage behaviors in the future market for delivery drones.
Despite their importance to the permanent success of service firms, the construct of perceived customer discrimination and its impact on the customer so far has received relatively little attention in business and management research. Existing studies, mostly social science studies from the United States, show the existence of discrimination in different service contexts. Nevertheless, the existing literature shows some gaps that require further research. So far primarily qualitative and case-based studies about customer discrimination exist which hinder the generalization of the findings. Moreover, although such studies give insight into the origin and the perception of discrimination from the customers" perspective, they provide no useful means to the management of service firms to verify the existence of discrimination in the customer contact of their own company. A research gap exists mainly with regard to the measurement of perceived customer discrimination and the investigation of its consequences. The aim of this thesis is to develop and validate a multi-item scale for measuring perceived customer discrimination. Firstly, this thesis develops a literature-based understanding of perceived customer discrimination, assuming a three-dimensional conceptualization of the construct. Based upon this three-dimensional conceptualization in a first study, an instrument for measuring perceived customer discrimination with the dimensions "overt discrimination", "discriminatory level of service" and "subtle discrimination" is being developed using qualitative and quantitative methods. Based on this three-dimensional conceptualization of perceived customer discrimination hypotheses are formulated and empirically tested supporting the nomological validity of the scale (study 1). Subsequently, the predictive validity of the scale is examined with a further sample and a known groups validity is conducted (study 2). To reconfirm the three-dimensionality and the nomological validity of the scale, dyads of service employees and customers are being surveyed in a further study via a questionnaire (study 3). Managerial and research-related implications of the results are discussed.
Prävention von Korruption
(2006)
The known methods of the prevention of corruption are set into context of comparable ways to obviate accidences during working processes, environmental pollution by organisations and the options to ensure quality for manufactured goods. The aim was to find out if and in which degree the different methods of prevention in the area of corruption and the mentioned aspects of the TQM support each other.
Social Media is a world-wide phenomenon which has drastically changed the way humans communicate, the availability of information, as well as a crucial tool for various businesses. This has also heavily influenced the sporting community which presents the focus of this study. The work aims to examine the self-presentation, on the media platform Instagram, of footballers from FC Bayern Munich, to gain an understanding of how athletes use this medium as a communication and marketing tool to build their brand. Instagram was chosen due to it being a platform on which users post visual images as their primary communication mechanism. There are many social media uses for professional athletes. From the sharing of personal lives, professional highlights, and opinion, to product placement and endorsements, athletes are closer to fans and consumers than ever before. Social media also puts the athlete in charge of the message, image, and content regarding their careers and their lives Ten footballers were selected against specified criteria and examined against Goffman’s theory of self-presentation (1959) to formulate the research question: “Which forms of presentation of football players of FC Bayern Munich ́s Instagram posts achieve the highest user engagement?”
Empirical research analysed the effect of different visual and contextual forms on user engagement rates.
Through the works literature review, individual hypotheses were derived and tested in a quantitative standardized media content analysis. The first 50 Instagram posts of each of the ten FC Bayern Munich football players with the most followers were analyzed using IBM SPSS Statistics software. From the visual aspect seven photo categories were developed which were examined in relation to their engagement rate with the posts. Within the contextual framework, the importance and effect of the number of tags and hashtags used were analyzed.
Findings revealed differences to previous research on an athlete ́s use of written social media outlets such as Facebook and Twitter, as the majority of visual images posted by athletes were in sporty settings, thus reflecting frontpage-performance strategies according to the self-presentation theory. Further results showed that a greater utilization of hashtags and tags do not correlate with a higher impact on the engagement rates. Personal brand management implications for athletes are examined in greater detail in the discussion.
With the increasing importance and urgency of climate change, companies are challenged to contribute to sustainable development, especially by younger generations. However, existing corporate contributions have been criticized as insufficient, which could be particularly caused by a lack of employee engagement in corporate sustainability. In this context, gamification has been proposed and increasingly investigated in recent years as a promising, innovative tool to motivate sustainable employee behaviors in the workplace. However, there are few studies and applicable gamification solutions that address more than one specific sustainability issue and thus take a holistic perspective on sustainable behaviors in the workplace. Moreover, previous research lacks a comprehensive understanding of how different gamification elements elicit specific psychological effects, how these manifest in behavioral changes, and how these, in turn, cumulatively result in measurable corporate outcomes. The path from gamification as ”input” to corporate sustainability as ”output” thus remains unexplored.
This dissertation fills this gap by conceptualizing, designing, and evaluating a holistic gamified intervention that supports employees in various sustainable behaviors in their daily activities. The project uses a design science research approach that closely involves employees in the incremental development of the solution. As part of the iterative design process, this dissertation presents six studies to extend the theoretical understanding of gamification for sustainable employee behaviors. First, a comprehensive review of existing research on gamification for sustainable employee behavior is provided, analyzing gamification designs and results of previous studies and outlining an agenda for further research (Study 1). Theoretical foundations of research on gamification, serious games, and game-based learning (Study 2) and empirical design principles for gamification and persuasive systems (Study 3) are then systematically reviewed as a basis for the successful design of gamified applications. Subsequently, empirical studies explore employees’ motivations for sustainable behavior and illuminate their expectations for design features (Study 4), and identify contextual challenges and design dilemmas when implementing gamification in an organizational context (Study 5). Finally, a quantitative field study (Study 6) explores how different gamification designs influence sustainable employee behavior and corporate sustainability in organizations. Based on the findings, this dissertation presents a comprehensive framework of gamification for sustainable employee behavior that incorporates design, individual behavior, and organizational perspectives. Finally, building on these insights, it provides practical recommendations for designing gamification to encourage sustainable employee behavior at work.