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Mit dem Fitnessboom in Deutschland profitiert auch die Nahrungsergänzungsmittelindustrie. Auf Social-Media-Kanälen wie Instagram wird immer sichtbarer wie Influencer der Fitnessbranche mit Produktplatzierungen für Nahrungsergänzungsmittel werben. Diese Arbeit untersucht das neue Marketingphänomen des Influencer Marketings bezogen auf die Nahrungsergänzungsmittelindustrie der Fitnessbranche in Deutschland. Für die Untersuchung wurde eine persönliche Befragung von Fitnessstudiobesuchern durchgeführt. Die Ergebnisse der Studie zeigen, dass das Influencer Marketing eine Rolle für den Erfolg von Herstellern der Nahrungsergänzungsmittelindustrie haben kann und diese neue Marketingdisziplin voller Potenzial steckt.
Digitalization has made business virtual. As the current workforce is slowly adapting to it, the “digital natives” come into play.
We all know, that Millennials have a different approach to media and virtuality. They are practically born with it. But how would they perform if they had to use virtual media in a professional setting? Does the experience and the technology surrounded upbringing give them a clear advantage? Or will they struggle with this entirely new dimension of communication the same way older generations do? This Thesis focusses on the challenges of virtual teams, predominantly in cross cultural situations. But especially on how Millennials tackle virtual teams in a global setting, if they did not have extensive prior preparation.
The first part tries to identify the theoretical background of this paper – the classical challenges of cross-cultural communication in virtual teams but also the willingness of Millennials to use digital work tools for their future.
The main segment then introduces data and observations collected on the GVT project - a pilot project from the Hochschule Furtwangen University, where students from Spain, Finland and Germany took part in a simulation of virtual teamwork. In groups, these students had to develop a project about Erasmus at their university – but purely virtual to experience physical borders in teams.
A pre-survey and a post survey have been carried out on this group to analyze and investigate how perception and reality differ. Furthermore, the participants left testemonials and many virtual meetings were monitored.
This Thesis will conclude with chapter 3 to show if Millennials have a valid advantage in working with virtual teams. It will also show the necessity to train young people and change our education to a more digital approach, as business will inevitably become increasingly virtual.
Die Frage ob das Elektroauto mittelfristig den Verbrenner in Deutschland ablösen wird beschäftigt momentan Politik und Medien. Aktuell stellen Elektroautos trotz staatlicher Förderung noch ein Nischenprodukt am deutschen Pkw-Markt dar. Die vorliegende Arbeit untersucht innerhalb einer ausführlichen Marktanalyse von Sekundärdaten ob und gegebenenfalls wann Elektroautos in Deutschland den Massenmarkt ansprechen werden. Hierzu wird der deutsche Pkw-Markt mithilfe von Modellen der Diffusionsforschung untersucht. Ziel der Diffusionsforschung ist es, die Verbreitung einer Innovation am Markt im Zeitverlauf zu beschreiben und zu erklären. Es wird dabei herausgearbeitet: welche Käufer Elektroautos momentan ansprechen, welche Faktoren erfüllt sein müssen, dass sich Elektroautos am Massenmarkt in Deutschland durchsetzen können und welche Faktoren den Verlauf der Verbreitung von Elektroautos in Deutsch¬land in Zukunft beeinflussen werden. Aus Basis der gewonnen Erkenntnisse wird schließlich eine Prognose zur zukünftigen Verbreitung von Elektroautos in Deutschland erstellt.
Organized, competitive computer gaming, also referred to as eSports, are emerging sports within the sports entertainment industry. The industry generated almost 700 million U.S. Dollar in revenue and leading eSport titles attract millions of viewers to their events. This study aims to explore eSport live broadcasts of four leading titles and their appeal to be used as a communication media for marketers. It adopted secondary data from academic and scientific studies, journals and books from the fields of eSports, business and sports management to examine commercials, product placements, sponsorships and celebrity endorsements in regards of their applicability and effectiveness within eSports. Quantitative research in form of a survey among eSports viewership was carried out to gather data on viewership consumption patterns and perceptions towards said communication instruments and their effectiveness.
Findings suggest that the effectiveness of commercials rely on the timing shown during broadcasts. Product placements can be applied in many ways and show high effectiveness in terms of brand recognition in any form. Celebrity endorsements are highly ambiguous in terms of their applicability and effectiveness.
In a worldwide accessible marketplace with numerous competitors who try to beat prices and quality of services and products, it is vital for online businesses to strive for strategies to be able to survive in a competitive environment and to sustain growth. The company Usbstick-Producer has gained numerous customers in the German market, but nevertheless competes against many businesses which offer similar products to similar prices. Therefore, it is highly important to defend gained market share. Appropriate strategies and investments are necessary to implement in order to attract and retain customers.
The bachelor thesis aims to explore the nature of customer retention and to give the company Usbstick-Producer recommendations regarding possible improvements and customer retention strategies for the German market. The company’s goal is to retain more customers and to ensure customer satisfaction in order to guarantee profitability for the business.
In order to attain the objective of the thesis, a multi-method approach is being used. A literature review is carried out in order to develop a comprehensive analysis and theoretical framework on the topic of customer retention and related concepts. An internal and external analysis are conducted which help to understand the key drivers and most important influencing factors for the business using the PEST analysis, Porter’s five forces analysis and SWOT analysis.
Qualitative research is utilised in order to investigate the practical aspects of the topic in direct relation to the company. Valuable insights and expert opinions as well as experiences are collected during expert interviews in order to develop appropriate strategic recommendations.
The research concludes with strategic recommendations for the company Usbstick-Producer using the collected and analysed data of the literature review and expert interviews. In the conclusion, possible further research topics are assessed and limitations of the research are discussed.
Die Distributed-Ledger-Technology, die Blockchain und Smart Contracts sind derzeit eines der am meisten diskutierten Themen in der Bankenbranche. Es wird viel erforscht im Hinblick auf Potentiale, Anwendungsgebiete und Risiken bezüglich der Nutzung dieser Technologien. Diese Arbeit soll eine Übersicht über den aktuellen Stand in der Branche geben und welche Chancen sich hier-durch ergeben könnten. Auch wird analysiert, welche Auswirkungen Smart Contracts auf die Branche haben könnten. Auch schon deren Entwicklung stellt die Branche vor neue Herausforderungen im Bezug auf Prozesse in der Bank, in der Kollaboration mit Partnern und mit Kunden.
The purpose of this bachelor thesis is to find out whether there are indicators that point out a convergence of nonprofit and for-profit businesses. Therefore, various business concepts and the money markets of for-and nonprofit businesses are analyzed by implementing a qualitative content analysis. The results show that most of the concepts and both money markets show clear features of for- and nonprofit businesses. In conclusion, indicators of convergence could be identified.