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The paper is a study focusing on exploring which factors and examining the impact of those factors influencing the entrepreneurial intention among students in the Construction industry, specifically among students of Hanoi Construction University and Hanoi Architecture University. The study also mentions some solution of this findings for entrepreneurship in the Construction field in Vietnam that the author might think of based on this research work for future study. The Theory of planned behavior is used as the theoritical framework for this study. Both qualitative and quantitative methods are employed. The questionaire will be conducted among students of the two universities mentioned above. Then, an exploratory factor analysis (EFA) will performed to test the validity of the constructs. The research findings provide factors and their impact factors influencing the entrepreneurial intention and propose some solutions to improve the entrepreneurship in the Construction field in Vietnam.
Challenges of Implementing Innovation Strategies at Large Organizations: A case of Lotte Group
(2023)
For many decades, one of the most important focuses of research has been on determining whether or not there is a correlation between the size of an organization and its level of innovation. Unlike small companies, large companies often have well-established structure that are hard to change and change managements seems to be much more difficult especially related to innovation. Nevertheless, there are many examples to prove the opposites. Some large organization like Apple, Amazon... always show great innovation efforts and keep changing in a much positive way. Therefore, the aim of this thesis is to discuss of how large organization can be able to implement innovation when having much drawbacks compare to SMEs. Through the use of a qualitative research approach, researcher was able to explore essential information on the innovation strategies that large companies are using in order to innovate and how they could overcome existing challenges by studying the working process of Lotte Group – one of the biggest companies in Korea.
Digital Transformation Maturity of Vietnam Aviation Industry: The Effect of Organizational Readiness
(2023)
The paper studies the digital transformation maturity in the context of the aviation industry in Vietnam. Digital transformation can mean enhancing existing processes, finding new opportunities within existing business domains, or finding new opportunities outside existing business domains. In the era of post Covid-19, digital transformation will play a vital role in the recovery with the support from digital technology to leverage the communication and implementation of new projects or changes.
Digital transformation and digital transformation maturity sometimes are used indistinguishing, but they are two different definitions. This paper will further explain the differences and will apply digital transformation maturity as a scale for the digital transformation in the report.
Due to the lack of experiment in the relationship between digital transformation maturity and the organizational readiness, the study will explore four components of organizational readiness, including digital leadership, digital culture, digital capabilities, and digital partnering.
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.
FinTech is deemed to be an underexplored phenomenon even in academic and real environments. Among (1) “Sustainable FinTech” – the application of information technology as innovation in established financial services providers’ business operation; and (2) “Disruptive FinTech” – the provision of financial products and services by non-incumbents which in most cases are information technology entrepreneurs, the former receives more attention. In order to contribute to Disruptive FinTech category, the thesis strive to examine Entrepreneurial Strategy framework applied for technology players taking part in Vietnam financial market.
Digital transformation is a prevailing trend in the world, especially in dynamic Asia. Vietnam has recorded remarkable changes in the economy as domestic enterprises have made new strides in the digital transformation process. MB Bank, one of the prestigious financial groups in Vietnam, also takes advantage of digital transformation to have the opportunity to break through to become a large-scale technology enterprise with many factors such as improving customer experience, increasing customer base and increasing customer satisfaction. enhance competitiveness, build trust and loyalty for customers. However, in the process of converting MB, there are also many challenges that require banks to have appropriate policies to handle. It can be said that MB Bank is a typical case study of digital transformation in the banking sector in Vietnam.