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Course of studies
- IBW - Internationale Betriebswirtschaft (89)
- IBM - International Business Management (38)
- BMP - Business Management and Psychology (23)
- APE - Advanced Precision Engineering (8)
- MZT - Mikromedizintechnik (8)
- IMM - International Management (5)
- EBCD - International Economics, Business and Cultural Diplomacy (1)
- INM - Informatik (1)
- IRCD - International Relations and Cultural Diplomacy (1)
- MBA - International Business Management (1)
In 2020 a pandemic caused the universities in Germany to close their doors for their
students. For the Hochschule Furtwangen University, it was the first time that online
classes were introduced on a large-scale. The objective of this thesis paper is to
investigate how international students at HFU Business School cope with having online
classes due to COVID-19 and to derive based on those findings a recommended course
of action.
The researcher conducted 32 semi-structured in-depth interviews with international
students, local students, professors, and university employees to examine the status quo.
A thorough literature review on studying and working from home formed the interview
questions' foundation. The interview covered several aspects of students' life, such as
studying, language development, or social factors.
Based on the findings, a recommended course of action was derived. Those 14
recommendations include practical suggestions covering different facets for the
university to implement to improve international students' ability to cope with the
restrictions caused by the pandemic and the resulting online classes successfully.
Customer Relationship Management has focused on numerous data privacy practices in the current information and big data era. The present study focuses exclusively on the declaration of consent (DoC) in the context of the automotive industry, particularly in the sector of premium car manufacturing. A DoC is an individual's authorization to an organization for data processing; within the context of this study, a DoC is referred to as the authorization of an individual for processing its personal data in order to receive personalized marketing communications. Not much is known about the factors that influence individuals to grant such permission. Relevant literature on consumer behavior, permissions marketing, and psychology is reviewed from a marketing perspective to develop a framework based on the privacy calculus, which distinguishes individuals' costs and benefits based on assessing selected cost and benefit drivers. The influence of perceived benefits, incentives, both monetary and non-monetary, consumer control, trust, information protection, and transparency is identified as benefit-associated factors, whereas the influence of opportunity costs entitled to the providing the consent, privacy concerns, intrusiveness, and the quantity of the information supplied by the organizations during the consent collection is identified as costs-associated factors. In accordance with the literature, several hypotheses were formulated to estimate the consumers' intention to consent. This study supports Mercedes-Benz AG to improve its consent capturing management and related processes.
Today, digitalization, and the possibility of being cost-effectively networked worldwide, have a significant impact on many businesses. It is no longer unusual for companies to offer their customer service through a variety of communication channels. Due to increasing customer demand and competition, it is even more important to act strategically to meet all customer needs, including the employees' needs. This thesis aims to determine how Lean Management can contribute to increased workforce efficiency and employee satisfaction in the service sector. Therefore, the current situation in customer service on behalf of the Mercedes-Benz Customer Assistance Center is analysed. This thesis first examines the current internal market situation regarding processes and the well-being of the employees. Based on the surveys conducted, it can be said that Lean Management utilised in bundles can potentially contribute to Customer Service Representatives motivation and increase efficiency. The results show that 50% of the employees do not prefer working on the phone and reveals the current customer service challenges during home office and how they can be counteracted. Additionally, it becomes clear that the employees themselves are the most important, and their satisfaction contributes to the company's overall success. Nevertheless, this thesis is based more on assumptions through theory and the interpretation of the empirical data. It serves more as a recommendation for future action in a leaner way.
The topic of education and web-based training in particular in the technical domain has gained wide acceptance as an effective medium for enterprises to deliver learning and training for their employees and customers. Since learning through the web has several didactic challenges to face, companies must choose the adequate learning method to deliver training to their employees. In the case of Bosch Communications Systems, using web-based training for instruction in the field of professional audio engineering, software remains a subject of investigation and constant innovation. The present study aimed to determine which method of web-based training is better to apply for Expert Level learning on the use and configuration of the sound system software SONICUE. To achieve so, the instructional design of the two methods of study, video tutorial and simulation tutorial, were developed based on cognitive theories. Learning outcomes and levels of user experience of both methods were measured and compared. A sample of 31 participants of Bosch Communications Systems, divided into the two tutorial groups, took part in the present research. Results indicated no significant differences in learning outcome; however, the video tutorial received higher levels of preference among participants and was perceived in a more positive manner than the simulation tutorial in terms of practicality, design, features and navigation. The results of this evaluation reflect the importance of incorporating cognitive research based frameworks to improve the learning quality.
Gesellschaftliche Megatrends und ihre Auswirkungen stellen insbesondere kleine und mittelständische Unternehmen vor große personelle Herausforderungen. Die vorliegende Arbeit beschäftigt sich daher mit der Frage, wie KMU, vor dem Hintergrund der häufigen Problematik mangelnder Führung und Personalentwicklung und unter Einbeziehung der Mitarbeiter und Führungskräfte, eine „echte“ Führungskultur etablieren können. Hierfür wird mittels einer reinen Literaturrecherche ein Leitfaden erarbeitet, der auf die für KMU typische Struktur und Größe abgestimmt ist und geeignete Maßnahmen und Instrumente zur Führung und Entwicklung der Mitarbeiter sowie Befähigung der Führungskräfte für ihre Führungsrolle aufzeigt. Damit ist auch das Ziel der Arbeit definiert. In den einzelnen Kapiteln werden die generelle Situation und Problematik von KMU hinsichtlich der Themen Personalführung und -entwicklung behandelt. Ebenso wird der Führungsbegriff näher beleuchtet, sowie die wichtigsten Aufgaben und Anforderungen, die sich an Führungskräfte stellen, genauer betrachtet. Als Schlüsselfaktor für die erfolgreiche Etablierung einer Führungskultur in KMU hat sich insbesondere der institutionalisierte Einsatz von Mitarbeitergesprächen als ein zentrales Führungsinstrument herausgestellt.
Purpose - The venture capital (VC) company Antler is striving for a gender balanced start-up program. Nevertheless, with average numbers of 21% - 32% of female founders within their programs in Europe, Antler can still improve their numbers of female entrepreneurs. The purpose of this thesis is to conduct general research on women entrepreneurship and to develop a strategy on how Antler could increase their numbers of female business founders in their programs.
Methods - The thesis reviews literature on female entrepreneurship to conduct general research and internal company data is used to analyse the current position of Antler with regard to their female company founder representation within their programs. Expert interviews are conducted to gain information about biases at Antler and the significance of females within the entrepreneurial industry.
Findings – In order to increase their ratio of female entrepreneurs in their start-up programs, Antler should focus on a long-run approach and stay in contact with the women who did not join Antler initially, as many of them need more time to be convinced. Media coverage can raise awareness, educate and give women role-models of successful female company founders. Quotas and legal guidelines could change the numbers of female entrepreneurs right now, until a change in the mindset and social views towards women is created.
Limitations - As this thesis is based on internal company data, it is only covering the perspective of the venture capital company Antler and the European market. Further research would be needed to widen the conclusions.
Value - This thesis shows the importance of female entrepreneurs and the difficulties they face. It provides Antler with information and a strategy on how to increase their numbers of female entrepreneurs in their start-up programs.
Während der Digitalisierung stehen viele Bereiche des Unternehmens vor einer digitalen Transformation. Das Controlling steht auch vor großen Veränderungen, die viele Chancen und Risiken mit sich bringen. Ziel dieser Arbeit ist es, die Auswirkungen der Digitalisierung und der damit verbundenen neuen Technologien wie Big Data, Business Analytics und Machine Learning auf das Controlling zu übertragen. Es stellt sich die Frage, welche Auswirkungen die Digitalisierung auf das Controlling haben wird und wie sich die Rolle des Controllers in Zukunft ändern wird. Zur Beantwortung der Forschungsfrage wurden die neuen Technologien definiert und auf das Controlling übertragen. Mit Hilfe wichtiger Studien war es möglich, die Rollen des Controllers in der Zukunft zu definieren und die Chancen und Risiken zu erläutern. Als Ergebnis dieser Arbeit wurde festgestellt, dass das Controlling vor weitreichenden Veränderungen steht und der Einsatz neuer Technologien die Rolle des Controllers verändern wird. Die Ergebnisse sind im Fazit zusammengefasst.
Diese Bachelorarbeit zeigt Empfehlungen auf, welche bei der Projektplanung und Projektumsetzung eines digitalen Lernkonzeptes mit einem LMS beachtet werden sollten. So können Projektziele erreicht werden, welche zum Erfolg des Konzeptes und damit des Projektes führen. Durch das Konzept soll eLearning in einem mittelständischen Familienunternehmen eingeführt werden. Es ist ersichtlich, dass die Integration der Zielgruppe in das Projekt zum Erfolg führen kann. Auch bedarf es einer Akzeptanz von Veränderungen und Weiterbildung. So kann es zur Nutzung des Konzeptes kommen. Dieses kann dabei bei aktuellen Herausforderungen der vorliegenden Unternehmensform helfen.
This thesis is written based on secondary research to understand the main determinants of purchase intention of Generation Y women towards Fast Fashion products and how important is sustainability among those determinants. There are many different studies dedicated to Generation X and Z, however, when it comes to Generation Y there are not many sources available. I decided to put them together in this study.
This thesis consists of secondary researches, mostly journal articles and case studies from different countries, with detailed specific information.
The gathered information is categorized into 3 small hypotheses, which include theoretical and practical approaches.
More research can be made conducting primary research in different countries using physical stores and online stores.
While the global economy is suffering from the consequences of COVID-19, China has managed to tackle the crisis and was able to restart the national economy within a few months. The objective of this study is to identify how the German industry in China was able to restart after the impact of the COVID-19 crisis. The conducted research is based on two underlying research questions: “How did the German industry in China overcome the COVID-19 crisis?” and “which future trends are emerging in German companies because of the COVID-19 crisis?”. To answer these questions, qualitative expert interviews with representatives of the German industry in China were conducted. As experts for their respective company, the interviewees were able to provide firsthand experience for this research. More specifically, they were questioned about the measures that were taken to combat the epidemic, their impact on the economy and potential trends that may emerge as a result of the crisis. The interviews showed that the Chinese government and German companies both implemented effective measures to fight the economic impact of the epidemic. Furthermore, the study was able to identify future trends that stem from the concepts that were developed to overcome the crisis. The COVID-19 outbreak was a catalyst for these trends. The risk-based containment approach of the Chinese government in combination with the measures taken within the companies, such as the immediate establishment of task forces and the implementation of alternate working models, was a successful strategy to overcome the COVID-19 crisis. Recognizing the trends that emerged from the crisis and acting accordingly will be essential for German companies.
The COVID-19 crisis in 2020 shook the whole world with an enormous impact on the global economy and every belonging area. Mergers and Acquisitions are an integral part of the corporate management used by companies to generate growth from outside the company. Even though mergers and acquisitions are likely to support company’s growth, it carries risks which can enhance in times of crisis. This scientific term paper aims to analyze the impact of the COVID-19 crisis on companies and their mergers and acquisitions. Using interviews with representatives from companies from different branches, the results show that the impact on the mergers and acquisitions activities have been marginal. Companies were able to handle negative impacts from the COVID-19 crisis due to different indicators of crisis resistance. As a result of this research, it proves that mergers and acquisitions do not react causally to business operations due to middle- to long-term orientation. According to experts, the COVID19 crisis did not carry negative impacts only. The crisis showed companies their grievances in digitalization and led to the implementation of more flexible forms of work. The results of this research are useful for companies to benchmark their level of crisis resistance in terms of further crisis.
Der Investitionsprozess stellt einen wesentlichen operativen Bestandteil zur Zielerreichung der Unternehmensstrategie dar. Durch das Tätigen von Investitionen kann eine nachhaltige Wertsteigerung, ein langfristiges Wachstum oder die Sicherung des Unternehmens in Bezug auf den Wettbewerb gewährleistet werden. Das zentrale Problem besteht jedoch darin, die richtige Wahl der Investition zu treffen und vor allem unter Berücksichtigung eines begrenzt zur Verfügung stehenden Budgets einen effizienten Einsatz der finanziellen Mittel sicherzustellen. Anhand theoretischer Grundlagen der Investitionsrechnung wurde in Bezug auf den Bauchemie-Konzern Sto SE & Co. KGaA ein Investitionsprozess erarbeitet, welchem es ermöglicht, Investitionen zunächst zu kategorisieren und diese anschließend anhand ihrer quantitativen sowie qualitativen Nutzen zu bewerten, um letzten Endes eine objektive Grundlage für die Realisationsentscheidung zu schaffen. Die Bewertung umfasst dabei modifizierte Formen der klassischen Investitionsrechnungen, die Nutzwertanalyse hinsichtlich der qualitativen Eigenschaften sowie die Einführung eines Risiko-Managements. Mittels Outranking-Verfahrens werden die Investitionen einer Kategorie in Bezug auf die ermittelten Kennzahlen miteinander verglichen und unter der Berücksichtigung der Unternehmensstrategie der Sto SE & Co. KGaA selektiert. Die Selektion des Outranking-Verfahrens erfolgt in Form einer Rangfolge, welche die Investitionen in Bezug auf ihre Vorteilhaftigkeit filtert. Das Unternehmen erhält dadurch eine sachliche Darstellung der sinnvollsten Investitionen, wodurch der Entscheidungsprozess, auch im Falle eines begrenzten Budgets, aktiv unterstützt wird.
In dieser Arbeit wird eine Analyse von Bewertungsverfahren durchgeführt. Das Ziel die- ser Untersuchung ist es, jene Bewertungsverfahren zu identifizieren, die für die Bewer- tung der hTRIUS GmbH, einem Start-up, am geeignetsten sind. Diese qualitative Arbeit befasst sich nicht ausschließlich mit dem theoretischen Hintergrund, sondern bezieht die praktische Unternehmensbewertung der hTRIUS GmbH sowie ein Experteninterview mit ein. Die Unternehmensbewertung von Start-ups ist zum einen stark von der Planung und zum anderen von der Unternehmensphase abhängig. Andere Faktoren wie ein Unterneh- mensverkauf spielen bei der Wahl des Bewertungsverfahrens ebenfalls eine große Rolle. Für die hTRIUS GmbH stellt sich das DCF-Verfahren als am geeignetsten heraus, jedoch weisen jegliche Bewertungsverfahren Schwachpunkte auf. Diese bestehen darin, dass Faktoren, die nicht in Form einer finanzwirtschaftlichen Kennzahl zu erfassen sind, bei der Unternehmenswertermittlung exkludiert werden. Demzufolge muss in der Zukunft eine Lösung gefunden werden, diese Werte ebenfalls in die Bewertung aufzunehmen.
Marketing strategy remains a critical driver of customer satisfaction and competitiveness in the banking industry globally. Despite this, private and government banks in Germany are yet to attain required customer satisfaction levels. Studies on the relationship between service quality and customer satisfaction revealed both positive and negative results. The main purpose of this study was to analyse the effects of service quality on customer satisfaction in the German Banking sector. Deutsche bank offenbach am main branch was used as a case. The target population was 2000 customers; holders of either a savings account, current account or both. 120 questionnaires were administered using a non- probability sampling technique known as the convenience sampling. 100 out of the 120 questionnaires came back complete. Data was analyzed using SPSS version 25. The results revealed that service quality significantly contributed to customer satisfaction at (Adjusted R2 = 0.733, p<.05). It was concluded that service quality contributes to customer satisfaction. From the survey, other factors that influence customer satisfaction in the German banking sector include, account security, proximity, customer expectations and perceived valued of service quality, employee’s behavior and management. The study recommends a more emphasis on improving and maintaining high service quality levels translating to customer satisfaction. Therefore, the research provides a validated service quality model that can be used to clearly measure levels of service quality in relation to levels of customer satisfaction
The aim of this research is to provide a holistic overview of the influences on the intention to invest in the context of behavioral finance. For this purpose, a model was created in which the effects of the theory of planned behavior, financial risk propen-sity, and the self-determination theory on the intention to invest were examined. With the help of nine hypotheses, the significance of the relations within the model, as well as a mediation effect were analyzed. In order to test these hypotheses, a quantitative survey querying the above-mentioned possible factors and further questions about the participants' investment behavior was created and sent to all students at Furtwangen University. Results showed that all relations within the model were significant and that especially attitudes and financial risk propensity had a pronounced influence on the intention to invest. However, several variables for self-determination theory had to be eliminated to guarantee validity and reliability of the model. The findings of this study enable financial institutions, such as banks, to actively influence and en-courage customers to invest or to purposefully develop new investment products to gain additional customers.
This bachelor thesis is about the digital transformation and the resulting need for new business models. Additionally, the Servitization is changing the business environment as well. Together with new technologies such as the Internet of Things, this digital Servitization is creating threats and new opportunities for businesses. Therefore, the goal of this thesis is to conceptualize a Smart Home as-a-Service business model for a drive- and control technology manufacturer with the example of Somfy and to test it in qualitative expert interviews with potential Business-to-Business customers.
The research questions addressed and answered in this thesis are:
(a) „How can a concept of an as-a-Service business model in the field of smart home to expand the market segment from single to multi-family houses by a new target group of a drive and control technology manufacturer look like?“
Question (a) is answered with a concept based on the Service Business Model Canvas. It is a Business-to-Business-to-Consumer business model, where the residential construction companies build in the necessary hardware in new residential buildings. This is the prerequisite for the focal company Somfy to offer tenants smart home applications in a subscription model.
(b) „How is the relevance, value, and feasibility of the Smart Home as-a-Service concept assessed by residential construction companies?“
Question (b) is tested with qualitative expert interviews. The results indicate a high relevance for the Business-to-Business customers. Additionally, offering Smart Home as-a-Service would create various values for residential construction companies, such as an additional selling feature, while the model is being assessed as generally feasible. Further research is suggested for example in the take-rate of the tenants.
In the wake of global warming, consumers and companies are increasingly attaching importance to a more sustainable performance. Nowadays, this performance is often disclosed in so-called Integrated Reports, which focus on sustainable and non-financial information. However, the problem is that there are still no uniform accounting and auditing standards for disclosing such information.
For this reason, this work aims to investigate whether one can apply traditional financial auditing concepts to the audit of sustainable and non-financial information in an Integrated Report.
To answer the research question, qualitative research was conducted through an expert interview with staff from the Climate Change and Sustainability Services department at Ernst & Young Wirtschaftsprüfungsgesellschafts GmbH. The focus was on four key audit concepts: Understand the Business, Determining Materiality, Accounting Estimates, and Identification of Fraud Risk. In addition, this research examined how the traditional job description of the auditor will change in the future, considering the increasing importance of sustainable and non-financial information.
The research results showed that the financial audit concepts often serve as the basis for auditing non-financial and sustainable information. However, it was also found that transfer was not possible in some places. This was due to the lack of taxonomy, processes, or difficulty in quantifying qualitative information. In addition, research made it possible to identify new risks, such as the creation of new incentives through variable compensation linked to sustainability performance. Furthermore, challenges, and opportunities for the future of the Integrated Report and suggestions for the application of the concepts, could be elaborated.
The video game industry has come a long way from its humble beginnings in a computer lab at the Brookhaven National Laboratory’s instrumentation group to a multi billion-dollar industry. Considering that the gaming industry is a relatively young industry, it has faced a substantial amount of structural changes and shifts that were intensified by mega trends (i.e. Digitalization) that influence every industry in a certain way. One of these structural changes was the emergence of smaller studios, also known as “indie studios”. Even though these studios have always been a part of the industry, they themselves and their games respectively have gained a lot of appreciation and support over the last decade. Some of these titles even managed to upset those of the big and established studios, also referred to as AAA studios. The most dominant factors that allowed for the emergence and the success of smaller studios were the drastically reduced entry barriers (i.e. free development kits, online distribution websites) and the supportive environment offered to them (e.g. university programs, incubators). Yet, some studios manage to generate better results with their games than other studios do and therefore remained capable of competing in the industry. This circumstance inspired this thesis to identify the KSFs (i.e. Key Success Factors), also referred to as CSFs (i.e. Critical Success Factors) that allow for a successful launch of the game. Generally speaking, KSFs are those business areas and activities that, if executed in a proper way, enable a company to compete successfully in a given market. Since their introduction in 1961 by D. Ronald Daniel, a consultant with McKinsey & Company, the KSFs have been the subject of many studies and academic research papers. A majority of the research tends to focus on applying the KSF methods to more established industries (i.e. healthcare, construction). In addition to that most of the research conducted within the field of KSFs tends to gravitate around identifying and forecasting the KSFs that might be of interest for a given time period instead of focusing on a dedicated event such as the launch of a product. This thesis therefore provides the first comprehensive research on the KSFs in the context of the gaming industry, with special regard to the smaller studios (i.e. indie studios) and the launch period of a game.
First and foremost, this study aims to identify the KSFs that are of great importance to the successful launch of a given game. Furthermore, it tries to research how these KSFs are identified and implemented by the studios. Additionally, it will be researched if the studios are using the traditional model outlined by Howell, M. (2010) or if they rely on other methodologies to identify and implement the relevant KSFs for a successful launch. Lastly, it will be analysed, how smaller (i.e. indie studios) determine whether or not a game was a success and what metrics they use for this evaluation.
The study relied on secondary data provided by scientific journals, books, conference papers from the fields of busines, project management, strategic management and gaming. Since the available scientific literature for this specific research topic was considerably scarce, a lot of the needed content and references used in this thesis were acquired through practical research.
The research followed a hybrid approach, indicating that quantitative as well as qualitative research methods were applied. The qualitative research was conducted in the form of interviews with six industry experts that all had contributed in their way to successful game launches in the past. They were thoroughly researched and evaluated before being contacted in order to ensure their ability to contribute to answering the research question. The data and inputs gathered from the qualitative research were used throughout the theoretical part of the thesis in order to compensate for the continous lack of academic resources and to support the claims made by the author. Furthermore, the data was used to create the survey (i.e. quantitative research) that would be distributed among 409 potential participants. Similar to the quantitative research, these participants were also thoroughly researched and evaluated in order to ensure the legitimacy of the results.
Findings suggest that smaller studios (i.e. indie studios) are not familiar with the traditional model proposed by Howell(2010), which tends to be employed larger corporations in rather established industries. Yet they are familiar with the concept of KSFs and determine as well as implement them through agile project management, which has its origins in the software development industry. This way studios are able to adjust and adapt their KSFs at a faster pace, which is essential due to dynamic environment they operate in. The results indicate that a majority of the participating studios use the Scrum development method in order to determine and implement the required KSFs for developing and launching their games. A significant number of studios rely on dedicated agile project management software programs that aid the companies throughout the project lifecycle. The most popular programs being Trello and Jira. The qualitative research identified a total of 22 potential KSFs that are deemed to be important for the successful launch of a game. The most crucial KSFs were considered to be the following:
- Team chemistry & intrinsic motivation & internal communication
- Budgeting & scheduling & scoping
- Selecting distribution channel & front-page promotion
- Presentation of game on websites & USP
- Active community on social networks & strong customer support & transparency
The results indicate that the traditional one dimensional metrics (i.e. sales level) of evaluating the success of a game launch might no longer have the highest weight in the opinion of studios. The success tends to be determined by a set of one-dimensional metrics, which are quantifiable (e.g. sales levels, positive reviews) and multi-dimensional metrics which are not quantifiable (e.g. learning experience, fulfilment).
Summing up, there might not be such a thing as a “magic formular” that will ensure the success of a game launch. Yet, the research aims to provide suggestions based on the findings from practical research that could be of usage to studios when launching their next game.
Die Coronakrise trifft die deutsche Wirtschaft mit voller Wucht. Klein und mittelständische Unternehmen sind der Motor der deutschen Wirtschaft und finanzieren sich verstärkt über Bankkredite. Ziel der vorliegenden Arbeit ist es herauszufinden, welche Auswirkungen die Coronakrise, sowohl für klein und mittlere Unternehmen als auch für die kreditvergebenden Banken hat. Dabei sollen zukünftige Folgen und mögliche Entwicklungen aufgezeigt werden.
Um dies zu beantworten, wird in der Arbeit auf die staatlichen Förderhilfen, die Kreditnachfrage- und Ratingveränderungen, die Entwicklung ausfallgefährdeter Kredite und die Kreditmargen eingegangen. Unterstützt wurde die Arbeit durch die Sparkasse Schwarzwald-Baar, die sowohl interne Kreditdaten als auch Experteneinschätzungen in Form eines Interviews bereitstellte.
Eine große Bedeutung bei der Unternehmensfinanzierung spielten 2020 staatliche Förderprogramme der Bundesregierung. Ohne die schnellen Hilfen wären viele Unternehmen bislang nicht durch die Krise gekommen. Diese Förderhilfen bieten auch Risiken, die in den kommenden Jahren erhebliche Auswirkungen mit sich führen werden. Die Nachfrage nach neuen Krediten ist im Verlauf der Coronakrise kurzzeitig stark gestiegen. Langfristig ist mit einem passiven Investitionsverhalten und einer sinkenden Kreditnachfrage der Unternehmen zu rechnen. Die Bonitätseinschätzung der Unternehmen im Ratingprozess hat sich je nach Branche und Zeitpunkt unterschiedlich entwickelt.
Es gibt viele Verlierer, aber auch Gewinner der Coronakrise. Die Krise beschleunigt einen Strukturwandel. Einige Branchen werden an Bedeutung verlieren, während andere in den nächsten Jahren an Wichtigkeit gewinnen werden. Die Höhe der ausfallgefährdeten Kredite ist zum Jahresende 2020 noch moderat. Nach Ablauf der Förderprogramme ist 2021 mit einem Anstieg an Insolvenzen im Unternehmenssektor zu rechnen, was die Risiken in den Kreditportfolien der Banken ansteigen lässt. Die Margen im Kreditgeschäft sind aufgrund der hohen Anzahl an KfW-Krediten rückläufig geworden.
Zoom fatigue - a phenomenon that has been occurring during the COVID-19 pandemic. Social distancing regulations forced numerous companies into home office, which shifted the internal communication to video conferencing platforms. Nevertheless, these solutions do not offer the same interactive atmosphere and social factor as face-to-face meetings. That is the reason why some people experienced a sense of distance and a lack of motivation and concentration.
Virtual reality collaboration platforms are a digital solution resembling a serious game situation that could solve the problem of impersonal teamwork. With this application users could meet in the virtual space, giving them enhanced possibilities to interact with their team members and work together on projects regardless of the distances in location.
As the platform is an innovation that is new to the market, the awareness about this product is not yet widely spread. With the help of an effective marketing mix and a market launch strategy, potential users should therefore be informed about this possibility, leading to a successful implementation of the platform in various institutions. To gain insights into the market and gather information about the target group an analysis through literature research as well as a survey has been carried out. The results showed that the market shows a general interest in virtual reality collaboration platforms. Nevertheless, several respondents expressed their lack of understanding and imagination to use the platform constructively in their professional environment. Additionally, expected high expenses and the lack of technical equipment could be an obstacle to implementing virtual reality collaboration platforms in traditional work processes. Therefore, the mission for the market launch strategy will be to develop a marketing mix that responds effectively to all questions and inspires organisations to discover their possibilities and benefits with this digital solution.