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The chapter describes the German procedure for obtaining compensation for wrongful convictions. Besides specific cases of compensation for convictions based on subsequently repealed legislation and claims arising from general official liability, German law provides a mechanism for compensation, insofar as a conviction is eliminated or mitigated in a retrial in criminal proceedings. Still within this retrial, the criminal court is called upon to determine whether a claim exists for compensation of material and/or non-material damages on the merits. The amount of compensation is assessed in a judicial administrative procedure at the request of the person concerned. The compensation for non-material harm is calculated on the basis of a lump sum of currently €75 per day of imprisonment; the extent of material harm must be submitted and proven by the person concerned. She has the right to take legal action in the civil courts against the decision on the amount, she has the right to take legal action in the civil courts.
The Tetrarchy as Ideology
(2023)
The authors propose that while tacit knowledge is a valuable resource for developing new business models, its externalization presents several challenges. One major challenge is that individuals often don’t recognize their tacit knowledge resources, while another is the reluctance to share one’s knowledge with others. Addressing these challenges, the authors present an application-oriented serious game-based haptic modeling approach for externalize tacit knowledge, which can be used to develop the first versions of business models based on tacit knowledge. Both conceptual and practical design fundamentals are presented based on elaborated theoretical approaches, which were developed with the help of a design science approach. The development of the research process is presented step by step, whereby we focused on the high accessibility of the presented research. Practitioners are presented with guidelines for implementing their serious game projects. Scientists benefit from starting points for their research topics of externalization, internalization, and socialization of tacit knowledge, development of business models, and serious games or gamification. The paper concludes with open research desiderata and questions from the presented research process.