Refine
Has Fulltext
- yes (103)
Year of publication
Document Type
- Postprint (103) (remove)
Keywords
- Marktübersicht (4)
- Aufsichtsrat (3)
- Effizienz (3)
- Enterprise-Resource-Planning (3)
- Ex-post-Kontrolle (3)
- Hauptversammlung (3)
- Jahresabschlußprüfling (3)
- Personalpolitik (3)
- Vorstand (3)
- Wirtschaftsprüfer (3)
- AMNET (2)
- Delphi study (2)
- ERP-/PPS-Systeme (2)
- Führung (2)
- Leadership (2)
- Marktuntersuchung (2)
- PPS (2)
- Personalmanagement (2)
- Public Service Motivation (2)
- Verwaltung (2)
- Wandlungsfähigkeit (2)
- Wissensmanagement (2)
- ad hoc learning (2)
- ad hoc messaging network (2)
- adaptability (2)
- bibliometric analysis (2)
- community (2)
- e-learning platform (2)
- market research (2)
- 3D printing (1)
- Affordances (1)
- Altersprämie (1)
- Anwendungssystem (1)
- Arbeitszeitflexibilisierung (1)
- Auftragsabwicklung (1)
- Auftragsabwicklungssysteme (1)
- Augmented reality (1)
- Automobilzulieferer (1)
- Barriers (1)
- Behördenrufnummer D115 (1)
- Bestandsmanagement (1)
- Bibliometrics (1)
- Blockchains (1)
- Bundesagentur für Arbeit (1)
- Business Intelligence (1)
- Business Process Management (1)
- COVID-19 (1)
- CSR (1)
- Community (1)
- Customer Relationship Management (1)
- Data Mining (1)
- Delphi method (1)
- Diskussion (1)
- E-Government (1)
- ERP system (1)
- ERP-/PPS-systems (1)
- ERP-/PPSsystems (1)
- ERP-Funktionen (1)
- ERP-Projekte (1)
- ERP-System (1)
- ERP-Überblick (1)
- ERPModule (1)
- Economics (1)
- Einflussfaktoren (1)
- Erfolgspotenzial (1)
- Fifo (1)
- Functions (1)
- Funktionsumfang (1)
- Führungsverhalten (1)
- Gewerkschaften (1)
- Governance (1)
- Health insurance (1)
- Humankapital (1)
- IT assessment (1)
- IT-Assessment (1)
- Industrieunternehmen (1)
- Informationssystemarchitektur (1)
- Informationstechnik (1)
- Internet of Things (1)
- JSP (1)
- Konfigurator <Softwaresystem> (1)
- Kundenmanagement (1)
- Legislative organisation (1)
- MSCI World (1)
- Management (1)
- Market Research (1)
- Marktanalyse (1)
- Marktrecherche (1)
- Metaverse (1)
- Michelin star (1)
- Ministerialverwaltung (1)
- Mobile Technologien (1)
- Mobile learning (1)
- Modellierungstools (1)
- Mongolei (1)
- Monopolistische Konkurrenz (1)
- Motivation (1)
- Multilevel-Governance (1)
- Open Source (1)
- Organizations (1)
- Pensionsfonds (1)
- Performance Information Use (1)
- Person-Organization Fit (1)
- Personal (1)
- Personalentwicklung (1)
- Personalführung (1)
- Personalwesen (1)
- Portal (1)
- Prisoner's Dilemma (1)
- Privatisierung (1)
- Produktkonfiguratoren (1)
- Public Management (1)
- Reformbedarf (1)
- Reformbereitschaft (1)
- Regelkreismechanismus (1)
- Reporting (1)
- Scenario planning (1)
- Second Life (1)
- Semantic Web (1)
- Sprachgebrauch (1)
- Standortverwaltung (1)
- Strategic foresight (1)
- Suchmaschine (1)
- Systematics (1)
- TAM (1)
- Tantiemen (1)
- Taxonomy (1)
- Tracking & Tracing (1)
- Traineeprogramm (1)
- Transformational Leadership (1)
- Turbulenz (1)
- VR (1)
- Variantenmanagement (1)
- Vergütung (1)
- Verhandlungstheorie (1)
- Verwaltungsmodernisierung (1)
- Verwaltungswissenschaft (1)
- Warenwirtschaftssystem (1)
- Wearable electronic device (1)
- Wearable technology (1)
- Wissen (1)
- additive manufacturing (1)
- business application (1)
- buy recommendations (1)
- capabilities (1)
- citation analysis (1)
- collusion (1)
- common ownership (1)
- comparative analysis (1)
- components suppliers (1)
- control loop mechanism (1)
- cooperation (1)
- corporate citizenship (1)
- corporate social responsibility (1)
- creativity (1)
- cross ownership (1)
- cross-plant business processes (1)
- dentistry (1)
- design thinking (1)
- digital learning (1)
- digital technologies (1)
- digital transformation (1)
- discipline differences (1)
- discussion (1)
- dual labor market (1)
- e-learning (1)
- enhancement (1)
- enterprise resource planning systems (1)
- experiment (1)
- financial magazines (1)
- fine dining (1)
- forecast accuracy (1)
- games (1)
- governance (1)
- happiness (1)
- haute cuisine (1)
- health care (1)
- healthcare (1)
- high gastronomy (1)
- human behaviour (1)
- individual effects (1)
- information system architecture (1)
- innovation (1)
- interactive technologies (1)
- job shop scheduling (1)
- knowledge management (1)
- literature review (1)
- market survey (1)
- math (1)
- method comparision (1)
- minority shareholdings (1)
- mobile learning (1)
- monopolistic competition (1)
- news media (1)
- nouvelle cuisine (1)
- parliamentary opposition (1)
- pervasive learning (1)
- policy-making (1)
- portal (1)
- power (1)
- priming (1)
- product configurators (1)
- prosthodontics (1)
- ranking type Delphi study (1)
- recommendation profitability (1)
- restaurants (1)
- review (1)
- search engine (1)
- skills (1)
- social media (1)
- social network analysis (1)
- societal effects (1)
- technology acceptance (1)
- technology-mediated teaching (1)
- turbulence (1)
- union wage premium (1)
- university teaching (1)
- usability (1)
- variant management (1)
- virtual corporation (1)
- virtual reality (1)
- wage differentials (1)
- werksübergreifende Geschäftsprozesse (1)
- Öffentlicher Dienst (1)
- öffentliche Verwaltung (1)
- öffentlicher Sektor (1)
Institute
- Wirtschaftswissenschaften (103) (remove)
Algorithmic management
(2022)
The organisation of legislative chambers and the consequences of parliamentary procedures have been among the most prominent research questions in legislative studies. Even though democratic elections not only lead to the formation of a government but also result in an opposition, the literature has mostly neglected oppositions and their role in legislative chambers. This paper proposes to fill this gap by looking at the legislative organisation from the perspective of opposition players. The paper focuses on the potential influence of opposition players in the policy-making process and presents data on more than 50 legislative chambers. The paper shows considerable variance of the formal power granted to opposition players. Furthermore, the degree of institutionalisation of opposition rights is connected to electoral systems and not necessarily correlated with other institutional characteristics such as regime type or the size of legislative chambers.
This article merges theoretical literature on non-controlling minority shareholdings (NCMS) in a coherent model to study the effects of NCMS on competition and collusion. The model encompasses both the case of a common owner holding shares of rival firms as well as the case of cross ownership among rivals. We find that by softening competition, NCMS weaken the sustainability of collusion under a greater variety of situations than was indicated by earlier literature. Such effects exist, in particular, in the presence of an effective competition authority.
Teaching and learning as well as administrative processes are still experiencing intensive changes with the rise of artificial intelligence (AI) technologies and its diverse application opportunities in the context of higher education. Therewith, the scientific interest in the topic in general, but also specific focal points rose as well. However, there is no structured overview on AI in teaching and administration processes in higher education institutions that allows to identify major research topics and trends, and concretizing peculiarities and develops recommendations for further action. To overcome this gap, this study seeks to systematize the current scientific discourse on AI in teaching and administration in higher education institutions. This study identified an (1) imbalance in research on AI in educational and administrative contexts, (2) an imbalance in disciplines and lack of interdisciplinary research, (3) inequalities in cross-national research activities, as well as (4) neglected research topics and paths. In this way, a comparative analysis between AI usage in administration and teaching and learning processes, a systematization of the state of research, an identification of research gaps as well as further research path on AI in higher education institutions are contributed to research.
Defining the metaverse
(2023)
The term Metaverse is emerging as a result of the late push by multinational technology conglomerates and a recent surge of interest in Web 3.0, Blockchain, NFT, and Cryptocurrencies. From a scientific point of view, there is no definite consensus on what the Metaverse will be like. This paper collects, analyzes, and synthesizes scientific definitions and the accompanying major characteristics of the Metaverse using the methodology of a Systematic Literature Review (SLR). Two revised definitions for the Metaverse are presented, both condensing the key attributes, where the first one is rather simplistic holistic describing “a three-dimensional online environment in which users represented by avatars interact with each other in virtual spaces decoupled from the real physical world”. In contrast, the second definition is specified in a more detailed manner in the paper and further discussed. These comprehensive definitions offer specialized and general scholars an application within and beyond the scientific context of the system science, information system science, computer science, and business informatics, by also introducing open research challenges. Furthermore, an outlook on the social, economic, and technical implications is given, and the preconditions that are necessary for a successful implementation are discussed.
Recent research suggests that design thinking practices may foster the development of needed capabilities in new digitalised landscapes. However, existing publications represent individual contributions, and we lack a holistic understanding of the value of design thinking in a digital world. No review, to date, has offered a holistic retrospection of this research. In response, in this bibliometric review, we aim to shed light on the intellectual structure of multidisciplinary design thinking literature related to capabilities relevant to the digital world in higher education and business settings, highlight current trends and suggest further studies to advance theoretical and empirical underpinnings. Our study addresses this aim using bibliometric methods—bibliographic coupling and co-word analysis as they are particularly suitable for identifying current trends and future research priorities at the forefront of the research. Overall, bibliometric analyses of the publications dealing with the related topics published in the last 10 years (extracted from the Web of Science database) expose six trends and two possible future research developments highlighting the expanding scope of the design thinking scientific field related to capabilities required for the (more sustainable and human-centric) digital world. Relatedly, design thinking becomes a relevant approach to be included in higher education curricula and human resources training to prepare students and workers for the changing work demands. This paper is well-suited for education and business practitioners seeking to embed design thinking capabilities in their curricula and for design thinking and other scholars wanting to understand the field and possible directions for future research.
Creative thinking is an indispensable cognitive skill that is becoming increasingly important. In the present research, we tested the impact of games on creativity and emotions in a between-subject online experiment with four conditions (N = 658). (1) participants played a simple puzzle game that allowed many solutions (priming divergent thinking); (2) participants played a short game that required one fitting solution (priming convergent thinking); (3) participants performed mental arithmetic; (4) passive control condition. Results show that divergent and convergent creativity were higher after playing games and lower after mental arithmetic. Positive emotions did not function as a mediator, even though they were also heightened after playing the games and lower after mental arithmetic. However, contrary to previous research, we found no direct effect of emotions, creative self-efficacy, and growth- vs. fixed on creative performance. We discuss practical implications for digital learning and application settings.
Background
Wearables, as small portable computer systems worn on the body, can track user fitness and health data, which can be used to customize health insurance contributions individually. In particular, insured individuals with a healthy lifestyle can receive a reduction of their contributions to be paid. However, this potential is hardly used in practice.
Objective
This study aims to identify which barrier factors impede the usage of wearables for assessing individual risk scores for health insurances, despite its technological feasibility, and to rank these barriers according to their relevance.
Methods
To reach these goals, we conduct a ranking-type Delphi study with the following three stages. First, we collected possible barrier factors from a panel of 16 experts and consolidated them to a list of 11 barrier categories. Second, the panel was asked to rank them regarding their relevance. Third, to enhance the panel consensus, the ranking was revealed to the experts, who were then asked to re-rank the barriers.
Results
The results suggest that regulation is the most important barrier. Other relevant barriers are false or inaccurate measurements and application errors caused by the users. Additionally, insurers could lack the required technological competence to use the wearable data appropriately.
Conclusion
A wider use of wearables and health apps could be achieved through regulatory modifications, especially regarding privacy issues. Even after assuring stricter regulations, users’ privacy concerns could partly remain, if the data exchange between wearables manufacturers, health app providers, and health insurers does not become more transparent.
We collect a network dataset of tenured economics faculty in Austria, Germany and Switzerland. We rank the 100 institutions included with a minimum violation ranking. This ranking is positively and significantly correlated with the Times Higher Education ranking of economics institutions. According to the network ranking, individuals on average go down about 23 ranks from their doctoral institution to their employing institution. While the share of females in our dataset is only 15%, we do not observe a significant gender hiring gap (a difference in rank changes between male and female faculty). We conduct a robustness check with the Handelsblatt and the Times Higher Education ranking. According to these rankings, individuals on average go down only about two ranks. We do not observe a significant gender hiring gap using these two rankings (although the dataset underlying this analysis is small and these estimates are likely to be noisy). Finally, we discuss the limitations of the network ranking in our context.
Background:
Research into the application of virtual reality technology in the health care sector has rapidly increased, resulting in a large body of research that is difficult to keep up with.
Objective:
We will provide an overview of the annual publication numbers in this field and the most productive and influential countries, journals, and authors, as well as the most used, most co-occurring, and most recent keywords.
Methods:
Based on a data set of 356 publications and 20,363 citations derived from Web of Science, we conducted a bibliometric analysis using BibExcel, HistCite, and VOSviewer.
Results:
The strongest growth in publications occurred in 2020, accounting for 29.49% of all publications so far. The most productive countries are the United States, the United Kingdom, and Spain; the most influential countries are the United States, Canada, and the United Kingdom. The most productive journals are the Journal of Medical Internet Research (JMIR), JMIR Serious Games, and the Games for Health Journal; the most influential journals are Patient Education and Counselling, Medical Education, and Quality of Life Research. The most productive authors are Riva, del Piccolo, and Schwebel; the most influential authors are Finset, del Piccolo, and Eide. The most frequently occurring keywords other than “virtual” and “reality” are “training,” “trial,” and “patients.” The most relevant research themes are communication, education, and novel treatments; the most recent research trends are fitness and exergames.
Conclusions:
The analysis shows that the field has left its infant state and its specialization is advancing, with a clear focus on patient usability.