BMP - Business Management and Psychology
Refine
Document type
- Bachelor Thesis (86)
- Master's Thesis (1)
Is part of the Bibliography
- No (87)
Keywords
- Consumer behavior (3)
- Nachhaltigkeit (3)
- Attitude-behavior gap (2)
- Cheerleader effect (2)
- Controlling (2)
- Digitization (2)
- Expatriates (2)
- Extremeness aversion (2)
- Führung (2)
- Generation Y (2)
Course of studies
This research examines whether a company's popularity is a determining factor for its attractiveness among employees. For this purpose, two groups of subjects were asked to rate the attractiveness of an identical job advertisement. The only difference between the groups was that one group was led to believe that it was the job advertisement of a well-known company, whereas the other group was presented with the advertisement of a rather unknown, but in terms of activity and prestige comparable company. The results suggest that the familiarity of the company does indeed influence popularity to a significant degree. Implications of this finding are also further explored.
Understanding how consumers choose between alternatives and how they use the context in doing so is the aim of numerous consumer behaviour studies. The effect of extremeness aversion has been found to be a replicable phenomenon in this field. According to this context effect, alternatives with extreme numerical attributes are less likely to be chosen than the alternative with intermediate attributes in a choice set. A new research direction regarding extremeness aversion considers not only these numerical attributes of a choice set but also the implications of the spatial dimension. Therefore, it has been hypothesized that there could also be a preference for the spatial middle in a choice set. As the phenomenon of extremeness aversion corresponds with decision uncertainty, this research aimed to investigate numerical and spatial extremeness aversion in a product class of high uncertainty and complexity. Thus, consumer preferences regarding the product class of wine were analysed in different choice architectures. Interviews in a wine specialist store and an online survey were conducted with a total number of 924 participants. The study’s results are not consistent over both data collection methods. However, independently of each other, they support the notion that consumer choices may be partly influenced by a preference for the numerical middle option, as well as by a preference for the spatial middle option.
Die COVID-19-Pandemie ist Treiber der Digitalisierung, welcher das Verhalten von Menschen nachhaltig beeinflusst und Organisationen vor neue digitale Herausforderun-gen stellt. Diese Forschung untersucht hierzu 75 Sparkassen aller Größenklassen und Regionen Deutschlands auf deren Digitalisierungsstand während der COVID-19-Pandemie. Der DSV-Gruppe als zentraler Lösungsanbieter der Sparkassen, liegt derzeit keine aktuelle Forschung zu Einstellungen und Maßnahmen bezüglich der Digitalisie-rung in den Sparkassen vor. Daher sollen die Forschungsfragen „Welche digitalen Her-ausforderungen bestehen zum aktuellen Stand bei den Sparkassen?“ und „An welchen Punkten kann die DSV-Gruppe ansetzen, um die Sparkassen bestmöglich in ihren digita-len Herausforderungen zu unterstützen?“, durch eine quantitative Online-Umfrage be-antwortet werden. Die Ergebnisse zeigen, dass die befragten Sparkassen Unterstüt-zungsbedarf in der Digitalisierung von Prozessen, vor allem für Beratungsgespräche und Home-Office, aufweisen. Zudem wurden Defizite in der Agilität und Gewinnung digi-tal geschulter Mitarbeitenden identifiziert. Die DSV-Gruppe könnte den befragten Sparkassen in der Digitalisierung mehr Führung durch zentralere Steuerung zeigen und eine individuellere strategische Beratung bieten. Außerdem könnte die Schulung von Mitarbeitenden in ihrer digitalen Fitness unterstützt und tiefergehende Forschungen zum Zusammenhang zwischen dem Kostendruck, der digitalen Einstellung und den digitalen Maßnahmen der befragten Sparkassen angestellt werden. Die Forschung erkennt Relati-onen, welche die DSV-Gruppe in weiteren Forschungen auf Kausalität untersuchen soll-te, um die untersuchten Sparkassen bei der Anpassung ihrer Geschäftsmodelle an die veränderten Gegebenheiten der Digitalisierung zu unterstützen und somit die Ge-schäftsbeziehung zu den Sparkassen nachhaltig zu festigen.
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.
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.
The world is constantly changing, and cosmetic companies need to adapt to these changes to survive. In particular, cosmetic companies should not underestimate changes in how customers value information from different sources because proper marketing can lead to increased sales. Therefore, this thesis aims to determine which information sources customers of Generation Y are using and how they weight the information from these different sources. A survey was conducted with people of Generation Y to answer the research question. The survey showed that the most frequently used and highest weighted sources for getting information are search engines, friends and family, and product ratings. Furthermore, the results indicate that information gathered from offline sources has a more significant impact on purchase behavior than information gathered from online sources. Potential customers using search engines are more likely to buy a product online. However, the price of a product does not influence how consumers weight the opinions of friends and family, and age does not impact the weighting of social media or the total number of sources a customer uses. To conclude, a company should not ignore the importance of offline information sources because the data shows that offline sources significantly impact buying behavior. They should also aim to have their online shop appear as one of the top search engine results because this will impact the likelihood that customers visit their websites and buy their products.
Do Meat-Eating Consumers Use Organic Meat to Rationalize the Consumption of Conventional Meat?
(2021)
This thesis explores how meat-eating consumers may be able to rationalize the consumption of conventional meat by believing to substitute a certain amount of it for organic meat. The underlying rationale is that the positive associations elicited by the organic label and the favorable beliefs consumers have formed about organic meat enable them to use it as a moral license. Building on cognitive dissonance theory, this work specifically investigated whether (1) meat-eaters perceive organic meat better than vegetarians and (2) meat-eaters overestimate how much organic meat they consume. German meat-eating and vegetarian participants were recruited for a study (n=156) to answer these questions. The results show, first, that organic was generally rated as better than conventional meat on all dimensions surveyed, and to a greater extent by meat-eating than by vegetarian respondents. Second, meat-eating participants on average reported estimates of organic meat consumption that were significantly higher than the population mean, indicating that consumers may not eat as much organic meat as they believe. Overall, the findings of this study suggest that organic meat might be used to rationalize unsustainable food choices.
Pro-environmental attitude is, on many occasions, a weak indicator for pro-environmental behavior. Personal interests interfere with the human desire to follow normative goals during the decision-making process, which may result in the unpleasant state of attitudinal ambivalence. The more balanced two contrary attitudes are, the higher is the chance for external persuasion as it may decrease the internal ambivalent conflict. However, moral informational interventions seem not to cause the desired behavioral change but may instead increase the sense of resignation and guilt. This paper aims to set focus on the attitude-behavior relationship in the concrete example of plastic-packed food and how post-decisional evaluations vary when either individual (hedonic or gain goal) or collective motives (normative goal) are being followed. Measured indications for actual disengagement or attitude adaption are relatively weak but felt ambivalence in the case of immoral decisions could be demonstrated in the form of response times. Practical conclusions that may facilitate pro-environmental behavior are being presented at the end of the work.
Games are characterized above all by the fact that players naturally show a very high willingness to play. By using Gamification, one attempts to transfer this high motivational potential to other contexts by integrating elements of a game in a non-playing situation.
This bachelor thesis deals with the research question of how Gamification can influence the motivation and performance of users. It discusses how a gamified system must be designed in order to get the best possible benefit. Furthermore, the risks of Gamification are named and measures to reduce these risks are mentioned.
The methodology used is a literature search in which Gamification and its components are first defined, followed by a definition of motivation and performance. Furthermore, typically used game elements are presented and their effects are explained. Gamification is categorized according to two different approaches, differentiating between various types of Gamification. In order to explain the motivational effect, various psychological motivation theories are presented. The focus is on the self-determination theory according to Deci and Ryan, where the fulfilment of the needs of competence, autonomy and social relatedness are crucial for the emergence and maintenance of motivation. This theory is also used to understand performance improvements.
By presenting practical experiments in which Gamification systems have been developed, it becomes apparent that Gamification can have positive effects on the motivation and performance of users, provided that the basic psychological needs mentioned above are addressed. However, negative effects and various risks that Gamification can entail were also identified. For example, the ability to work in a team, the self confidence of the users, and the quality of the work can suffer if Gamification is implemented incorrectly.
For future research, it is essential to focus more on the interaction of different game elements, to differentiate between the quantity and quality of the achieved results, and to observe the long-term effects of a gamified system.
Since the introduction of the concept of Emotional intelligence (EI), there has been affective turbulence in the past decades in the scientific community. The interest in the concept has been growing since the popularization of it in 1995 by Goleman (Goleman, 1995). It has been claimed to be a new way to success, as it was being linked to performance, job satisfaction, many other work-related constructs (Wong & Law, 2002; Bozionelos & Singh 2017; Miao et al., 2018; Prentice, 2016) and even health-related benefits (Goleman, 2020).
On the other side, the concept of Social Intelligence (SI), which was first introduced and used by Thorndike in 1920, has been around in the scientific community for quite some time as well. It is known for reducing conflict, creating collaborations and mobilizing people towards a common goal (Albrecht, 2005).
There has been a perplexing use of them in the field of research. Therefore, the purpose of this thesis is to examine conceptual issues as the similarities and differences between the two constructs and drawing a clear line between the two. A theoretical review has been conducted for independently understanding each concept. Different conceptual models have been analyzed for differences and similarities, in terms of definition, use, skill, problem-solving area, depth of the construct and aim of reasoning. The conceptual analysis shows there are some distinct differences. In addition to that, the results indicate that both concepts are multidimensional, overlapping and interdependent.