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Das Unternehmen XYZ befindet sich in einer entscheidenden Phase in der Umsetzung der Digitalisierungsstrategie. Im Rahmen dieser Strategie wird die neue Unternehmenshomepage mit dem neuen Onlineshop gekoppelt. Die Plattform fungiert zum einen als zeitgemäßer Onlineauftritt und zum anderen soll dadurch ein neues Rollenverständnis für das Unternehmen geschaffen werden. Herzstück der Plattform ist die mit dem Onlineshop verbundene Onsite Suchfunktion.
Ziel dieser Arbeit ist Teile der Strategie zu analysieren und teilweise kritisch zu würdigen. Um die Suchfunktion für den neuen Onlineshop neben grundlegenden sprachlichen Features zu erweitern, wurde eine Umfrage mit ausgewählten Mitarbeitern durchgeführt.
Die Ausgangssituation dieser Arbeit ist das Unternehmen zu präsentieren. Darauf aufbauend wird die Schnelllebigkeit der Digitalisierung erläutert, sowie die Reaktion des Unternehmens darauf. Kern der Arbeit ist die Analyse von User Experience (UX)- und User Interface (UI)-Komponenten des Shops sowie die Suchfunktion im Allgemeinen, als auch im Kontext von XYZ zu beschreiben.
Darauf erfolgt die Erklärung der Methodik der qualitativen Datenerhebung, welche für die Umfrage eingesetzt wurde. Anschließend werden Ablauf, sowie die dazugehörigen Ergebnisse dargelegt. Das letzte Kapitel liefert einen wertenden Ausblick auf Teile der Ergebnisse und fasst die gesamte Arbeit nochmals reflektierend zusammen. Abschluss der Arbeit bildet eine Diskussion, sowie ein persönliches Fazit.
The market for direct drive technology is said to have great growth potential. In order to increase its presence in this market, two new sensors from SICK Stegmann GmbH are currently in the market launch phase. The aim of this paper is to show the changes and challenges that arise in this market. As a result, new target groups and the resulting change in the distribution channel are proving to be the greatest changes and challenges for the company. Lack of knowledge about the product portfolio of the Motor-Feedback-Systems department on the part of the sales force further intensifies this problem. In this paper, approaches are elaborated on how these challenges can be counteracted and how a successful product launch can be realized. To this end, a training concept will be designed to enable the provision of the necessary product information. Further-more, product purchases of SICK Stegmann GmbH and other locations of the company are analyzed in order to be able to identify a causal relationship. As a result, correlations were identified, which is why cross selling represents another promising approach. Online presence in social media is also becoming increasingly important to companies. Another approach therefore relates to the use of Social Media to attract potential customers. Based on the insights gained in this paper, recommendations are defined, with whose implementation the market potential can be increased.
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.
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.
Mental health is becoming a more important topic in the workplace, and it is not anymore only addressed in employee's free time. Due to increased sick leave, costs are rising for companies, the company's reputation could be improved, and productivity could be raised.
To prevent and handle common mental disorders in the workplace better, the research paper focuses on how a corporate culture should look like.
If the corporate culture is supportive and understanding, employees will feel secure enough to disclose their common mental disorder. If there is no stigmatization and judgment, people will feel normal no matter if they are diagnosed or at risk of a mental health problem.
Also, if people are empathetic and know each other well, colleagues, managers, and bosses will recognize stress and adapt to employee's tasks and jobs, which will prevent common mental disorders at all.
As a result, the board of management should think about how the current corporate culture is and how a supportive culture looks like that shows empathy and understanding.
Small measurements and selected interventions can make a huge difference.
Die vorliegende Bachelorarbeit wurde in Kooperation mit der ZF Friedrichshafen AG verfasst, welche am 1. Januar 2021 eine neue unternehmensinterne Division für Elektromobilität gegründet hat. Im Zuge der Umstrukturierung in dem Unternehmen soll die Digitalisierung der internen Kommunikation vorangetrieben werden.
Ziel der Arbeit ist es, im Rahmen der Neugründung der Division zu erarbeiten, wie die bisherige Nutzung digitaler Medien ausgebaut werden kann, wie digitale Medien als Informations- und Kommunikationsmittel bei den verschiedenen Mitarbeitergruppen des Unternehmens wahrgenommen werden und wie die interne Kommunikationsabteilung die Mitarbeiter der neuen Division am besten durch digitale Medien erreichen und beteiligen kann. Für die Analyse wurden interne Dokumente, Experteninterviews sowie eine internationale Mitarbeiterumfrage als Erhebungsinstrument herangezogen.
Anhand der Forschung der Arbeit zu dem Thema der internen Kommunikation mit einem besonderen Fokus auf digitale Medien, kann eine Basis für ein digitales Kommunikationskonzept innerhalb der neuen Division erarbeitet werden. Zusätzlich werden Handlungsempfehlungen bezüglich der Integration der gefundenen Ergebnisse in das bereits bestehende Kommunikationskonzept der internen Kommunikation abgeleitet.
Oversupply on the market and excessive consumption by consumers are a by-product of a globalized world, causing severe societal and environmental damages. These factors have increased society's fears and have resulted in a loss of trust in corporate’s business operations, leading companies to gradually lose market share. Modern society is increasingly becoming aware of the necessity to behave sustainably, resulting in higher expectations towards sustainable practices of businesses. As a result, a growing number of consumers are demanding companies to operate in a more environmentally friendly way, with more transparency, collaboration, and consumer participation to alleviate societal fears. Consequently, responding to customer needs and desires is crucial for the company's success and future survival. In general, companies are now expected to attract and retain a loyal customer base and help make the world a better place by developing a sustainable corporate brand.
This paper studies based on a selected case study, the impact a Purpose-Driven Marketing Strategy can have on business operations, illustrating how the latter societal requirements can be addressed and fulfilled through a Purpose-Driven Marketing Strategy.
How does corporate communications succeed in reaching non-desk employees with important news and which communication channel is most suitable for this purpose? Due to the continuous changes in technology, companies must also consider how they can update and improve their information distribution channels. Digitalization is making operational processes increasingly flexible and more efficient in many areas.
The goal of this bachelor thesis is to answer the research question "Does a podcast help to sustainably increase the information level of manufacturing employees at Roche Diagnostics Automation Solutions GmbH (RDA)?" using qualitative interviews.
A total of two surveys were conducted with guided interviews with employees from the manufacturing division of RDA. The first round of interviews focused on determining the status quo of the level of information of the production employees, while the second round of interviews addressed the perception of the podcast in the manufacturing area of the RDA.
The results of the qualitative research demonstrate the great importance of internal communication and reveal the value added and success factors of a podcast in the operational area of a company. The central findings of the interviews were the flexibility, convenience and time savings that a corporate podcast provides.
Travel bans, lockdowns, and social distancing shape the daily pandemic rou- tine and force marketers, producers, business, and consumers to changed buying behavior and disrupted buying habits. Online sales are sky rocking and hence the comprehension of changes in consumer behavior towards online shopping play an important role for the economy. The aim of the present thesis is to investigate changes in consumer behavior due to COVID-19 and give insights whether these changes last or not. Subordinately, it is examined whether – and if, how – online and offline buying motives are linked to possible lasting changes. Therefore, a deductive quantitative method, namely an online questionnaire, was chosen to conduct, and descriptive statistics to display and analyze data. The conducted data confirms a surge in online shopping fre- quency during the pandemic, but also shows that the respondents will not re- turn to old buying frequency habits and keep buying online as much as during the pandemic. Besides that, the present work confirms the assumption that COVID-19 raised awareness to support local stores. I further conclude that the research subjects gain trust in shopping online and will repeat new online shopping experiences. Hence, adopted consumer behavior will be repeated respectively and old buying habits are being refrained.
One size fits all? A multicultural marketing perspective on the U.S. market for luxury watches
(2021)
The purchase of luxury goods like mechanical watches is experiencing steady growth and it is increasingly shifting to e-commerce platforms, also due to the COVID-19 pandemic.
Nevertheless, there are culture-related different motivations to purchase those items. One size fits all? According to this question it was investigated if there can be several cultures detected and if they show a different purchase behavior along the customer journey that can be explained with one of the six dimensions of Geert Hofstede (2001). Therefore, several hypotheses along the customer journey are set to find out if there are still ethnical backgrounds that have an influence on the buying process of the U.S. customers. The focus for this research lies on Asian Americans and Hispanics in comparison with the 'Rest of the USA', including ethnic groups like White Caucasians, Afro Americans, and many more.
In order to answer the research question, a quantitative study was deducted with the help of Google Analytics. It provided several Key Performance Indicators like for example sessions, bounce rates, session durations, purchased brands, and many more on Chrono24’s marketplace in the USA.
The study shows that the observed cultures in fact have different characteristics along the customer journey, but not every hypothesis could be explained conformingly with one of Hofstede’s dimensions. Consequently, a one size fits all customer journey does not exist. Additionally, the work suggests how further research and cultural adaptions can lead to optimized customer journeys on a marketplace.