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The purpose of this study is to research the impact of enterprise social software on performance management in order to explain the statement of this thesis: performance management can benefit from social software. The thesis first defines the emergent collaborative performance management and enterprise social software systems against the background of the need for ‘modernized’ Human Resource systems. Then, interviews were conducted in order to determine the critical success factors of implementing enterprise social software into business systems and processes. Finally, the derived critical success factors are discussed and compared to different assumptions that are made in literature about the impact of enterprise social software on performance management.
It was concluded that performance management can benefit from enterprise social software, but under specific conditions such as rules and policies. Organizations that embrace new technologies and use enterprise social software in compliance with their objectives, strategies and policies can enjoy increased productivity and a collaborative business culture with highly engaged employees.
Gamification has become an innovative marketing tool in the tourism industry. It can potentially increase engagement and brand awareness and enhance overall tourist experiences. This thesis presents the theory behind gamification and its application in travel marketing. It discusses extrinsic and intrinsic motivational factors, fundamental concepts, practical examples, and the role of mobile applications in driving these strategies forward. By understanding how gamification can amplify tourist engagement, marketers could take advantage of this strategy and create campaigns that leave a long-lasting and positive impression. In addition, real-world examples demonstrate that tourism marketing can benefit from this innovative technique. Based on the literature's most critical findings, a model for implementing gamified marketing strategies to potentially increase tourist numbers during off-season traveling in less popular destinations is proposed.
Gamification has been a hotly debated topic since 2010, when it was coined as an official term. The promising effects of the application of gaming elements in a non-game context include enhancement of motivation and performance. For this reason, interest aroused especially for the application of gamification in a corporate context. However, to date there has been only little academic research on the assessment of particular gaming elements and their motivational implications in specific fields of management. On this status quo grounds the aim of this thesis. In a comprehensive literature review the motivational background of games is assessed. Based on this analysis, the particular gaming elements were matched with the theories of motivation to assess the ways in which game elements that can trigger motivation. To gain further insights into valuable application fields of gamification, the previous findings about the analyzed gaming elements are matched with the critical success factors of knowledge management, change management and performance management. The information acquired of the respective application fields reveal relevant insights to consider for a practical implementation.
The study explores the use of gamification approaches in complex diagnostic systems. Based on theories of gamification, a concept for the feedback function within the diagnostic software ESI[tronic] of the Robert Bosch GmbH is developed with user interviews and the analysis of feedback data. Through this, feedback loops should be generated to enable further development taking the user perspective into account. The results show that the target group of the diagnostic software can be intrinsically motivated and the aspect of mutual assistance as well as recognition and appreciation is particularly important. Therefore, the use of gamification concepts in complex diagnostic systems contributes to increasing user satisfaction and ultimately to influencing feedback behavior.
Die vorliegende Arbeit untersucht die Relevanz von Gamification im Bereich des Recruitings und deren psychologische Wirksamkeit. Die Hypothesen "Die Wirksamkeit von Gamification im Hinblick auf den Bereich Recruiting aus psychologischer Sicht" und "Das Thema Gamification im Recruiting ist derzeit noch irrelevant, diese Einschätzung wird sich in den nächsten Jahren ändern" wurden analysiert und bewertet. Um die Hypothesen untersuchen zu können, wurde der aktuelle Stand der Literatur ermittelt und eine Befragung unter Berufstätigen durchgeführt. Die Analyse zeigt, dass Gamification einen psychologischen Effekt auf den Bewerber ausüben kann. Momentan ist das Thema jedoch noch ein Schwerpunktbereich, der in Zukunft ausgebaut werden muss, um sich zu etablieren. Die Ergebnisse der Umfrage lassen eine neue Debatte darüber entfachen, ob die traditionelle Rekrutierung obsolet wird oder nicht.
The buzzword “smart city”, which describes the integration of digital technologies in different areas of cities, is on the rise worldwide. Even though there are various megatrends pushing towards the uptake of smart cities, both public sector and businesses struggle to indentify viable sources of financing and business models for smart city initiatives.
This also holds true for the smart city business of Bosch Software Innovations GmbH, which includes various smart city projects in initial stages. Therefore, the topic of business model development in the context of smart cities is being approached in this thesis, with the Gambit project in the City of York being examined as a reference project. The idea of Gambit – “Gamification for better living in cities by influencing tourist behaviour” - is based on a smartphone application for tourists, which aims to influence visitor behaviour through elements of gamification. Thereby city services should be assisted in mitigating the problem of local overcrowding in the city centre. In its initial phase, the project is financially supported by public authorities. The central question is how such a kind of project can be financially viable and how its commercial uptake can be achieved. With this in mind, the aim of this thesis is to explore business model development for smart city solutions based on the example of the Gambit project in York. To do so, a multi-method approach is used, comprising a literature review on the theoretical background of smart cities and business models, as well as empirical research based on interviews with the partner organisations of the project, as well as a workshop with other city stakeholders.
This key findings show that the attraction of additional stakeholder within cities is essential for the economic success of smart city projects. This implies multi-directional value streams and multiple sources of financing within smart city initiatives. In this context, various forms of financial contribution, such as indirect payments through other offerings and the provision of advertising space to co-finance solutions should be considered. Besides, linking smart city solutions to other services within cities might form the basis for financial viability. The findings produced stress the importance of collaboration and partnering. Furthermore, it can be concluded that the diversity of stakeholders implies a diversity of value streams in smart city business models.