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Dieser Beitrag beschreibt, wie mit Campbells Schema der „Heldenreise“ personalisierte Narrative der obersten Führungsebene aufgebaut werden können, um für interne und externe Stakeholder eine Orientierung zu bieten und die Unternehmenskultur bewusst zu prägen und zu beeinflussen. Das Beispiel der Preisträgerportraits des Manager Magazins zeigt, dass diese Methode breite Anwendung findet und dabei auch unterschiedliche funktionale Zuschreibungen der Führungsrolle erfolgen können.
Entrepreneurial Leadership
(2023)
Die Medienbranche ist seit Jahren von disruptiven Veränderungen betroffen, sodass die Unternehmen und zentralen Akteure in einem dauerhaften Veränderungsmodus sind. Gestiegene Anforderungen an Führungskräfte, Kostendruck und geringe Zeitbudgets für Weiterbildung reduzieren die Möglichkeiten für umfassende Ausbildungsmöglichkeiten. Dieser Beitrag beschreibt einen Lösungsansatz, wie trotz begrenzter Budget- und Zeitressourcen eine individuelle Begleitung von Führungskräften möglich wird. Mit einer Kombination von stärkenorientierter Selbstreflexion und gezielten Impulsen werden Führungskräfte in ihrer Entwicklung als selbstverantwortliche, unternehmerisch denkende Führungskraft gestärkt.
There is an ongoing debate about the use and scope of Clayton M. Christensen´s idea of disruptive innovation, including the question of whether it is a management buzz phrase or a valuable theory. This discussion considers the general question of how innovation in the field of management theories and concepts finds its way to the different target groups. This conceptual paper combines the different concepts of the creation and dissemination of management trends in a basic framework based on a short review of models for the dissemination of management ideas. This framework allows an analysis of the character of new management ideas like disruptive innovation. By measuring the impact of the theory on the academic sphere using a bibliometric statistic of the number of academic publications on Google scholar and Scopus and a meta-analysis of research papers, we show the significant influence of disruptive innovation beyond pure management fads.
This paper has the objective of creating a framework for a different cultural dimension of corporate entrepreneurship leading to corporate entrepreneurial culture (CEC). The analysis of CEC is based on a review of existing concepts of organisational culture and entrepreneurship. They are combined to create a framework of CEC, including macro- and microlevels and examples of subcultures. Core ideas of the framework are validated by qualitative interviews with ten experts. The identified organisational category of the CEC framework is defined by the levels of micro-cultures or subcultures and includes the upper levels of the hierarchy, including the industry level. Geographic categories such as regional or national culture are also part of the system. The individual category of the CEC framework is characterised by competencies (including aspects such as motivation, creativity, mobilising others, coping with uncertainty, teamwork and social competencies) and entrepreneurial personalities. The results of the interviews show the importance of these individual competencies for a lively CEC. The different levels, such as national and professional cultures, as a dimension of the organisational category of the framework are also confirmed by the interviews. The findings indicate that the individual category of CEC could be used for job satisfaction or engagement and the degree of CEC of an organisation could be defined and developed by the organisational category. The identified framework contributes to an understanding of this complex topic and supports companies in the implementation of entrepreneurial ideas in different organisational contexts.
Bio, vegan – oder was?
(2023)
Nachhaltigkeit als gesellschaftlicher Wert beeinflusst auch die Haltung der Konsumierenden gegenüber Fleisch- und Wurstkonsum und kann zum Umkippen bisheriger Konsummuster führen (Tipping-Point). Für EDEKA Südwestfleisch und Schwarzwaldhof erfordert dies – aufbauend auf der bisherigen Ausrichtung an Nachhaltigkeit – eine zukunftsorientierte Planung des Sortiments im veganen, vegetarischen, hybriden Sektor und im Bereich Bio-Produkte und Tierwohl. Hierfür muss auch die Kommunikationspolitik angepasst werden, um jüngere Zielgruppen zu erreichen, damit das Dilemma der Fleischwirtschaft (Tierwohl wird gefordert, aber nicht in gleichem Masse gekauft) nicht zu Lasten des Markterfolgs geht.
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.
In the last years, social robots have become a trending topic. Indeed, robots which communicate with us and mimic human behavior patterns are fascinating. However, while there is a massive body of research on their design and acceptance in different fields of application, their market potential has been rarely investigated. As their future integration in society may have a vast disruptive potential, this work aims at shedding light on the market potential, focusing on the assistive health domain. A study with 197 persons from Italy (age: M = 67.87; SD = 8.87) and Germany (age: M = 62.15; SD = 6.14) investigates cultural acceptance, desired functionalities, and purchase preferences. The participants filled in a questionnaire after watching a video illustrating some examples of social robots. Surprisingly, the individual perception of health status, social status as well as nationality did hardly influence the attitude towards social robots, although the German group was somewhat more reluctant to the idea of using them. Instead, there were significant correlations with most dimensions of the Almere model (like perceived enjoyment, sociability, usefulness and trustworthiness). Also, technology acceptance resulted strongly correlated with the individual readiness to invest money. However, as most persons consider social robots as “Assistive Technological Devices” (ATDs), they expected that their provision should mirror the usual practices followed in the two Countries for such devices. Thus, to facilitate social robots’ future visibility and adoption by both individuals and health care organisations, policy makers would need to start integrating them into official ATDs databases.
Virtual-Reality-Anwendungen ermöglichen es Anbietern von Erfahrungsgütern durch innovative Produktpräsentationen die inhärenten Informationsasymmetrien zu reduzieren. Dadurch kann den potenziellen Kunden eine effiziente Leistungsbeurteilung ermöglicht und das Risiko einer informationsbedingten Fehlentscheidung minimiert werden. Die vorliegende Studie fokussiert sich auf die Identifikation wichtiger Determinanten, die die Nutzungsintention von Virtual-Reality-Anwendungen zur Leistungsbeurteilung von Erfahrungsgütern beeinflussen. Um das Akzeptanzverhalten von Nutzern gegenüber dieser neuartigen Technologie zu erforschen, wurde ein erweitertes Technologieakzeptanzmodell eingesetzt. Als Untersuchungsobjekt wurde eigens für die Studie eine Virtual-Reality-Anwendung entwickelt, die es den Nutzern ermöglichte, eigenständig ein virtuelles Erfahrungsgut zu erkunden. Insgesamt nahmen 569 Probanden an der Datenerhebung teil. Für die Berechnung des Strukturgleichungsmodells und die Hypothesenüberprüfung wurde eine Partial-Least-Squares-Analyse eingesetzt. Wie die Studienergebnisse verdeutlichen, führt das immersive Produkterlebnis zu einer effizienteren Informationsbeschaffung. Speziell der wahrgenommene Nutzen einer Virtual-Reality-Anwendung ist ein zentraler Prädiktor, der sowohl auf die Nutzungseinstellung als auch auf die Nutzungsintention einen starken positiven Einfluss ausübt.
Virtual reality (VR) offers the opportunity to create virtual worlds that could replace real experiences. This research investigates the influence of user motivation, temporal distance and experience type on the satisfaction with the VR experience, and the degree of acceptance of a VR experience as a substitute for a real experience. The results suggest that the degree of acceptance of a VR experience as a substitute for a real experience is higher for passive VR experiences compared to active VR experiences. Furthermore, the results support the assumption that users are more satisfied with passive VR experiences.
This article presents a study of cultural differences affecting the acceptance and design preferences of social robots. Based on a survey with 794 participants from Germany and the three Arab countries of Egypt, Jordan, and Saudi Arabia, we discuss how culture influences the preferences for certain attributes. We look at social roles, abilities and appearance, emotional awareness and interactivity of social robots, as well as the attitude toward automation. Preferences were found to differ not only across cultures, but also within countries with similar cultural backgrounds. Our findings also show a nuanced picture of the impact of previously identified culturally variable factors, such as attitudes toward traditions and innovations. While the participants’ perspectives toward traditions and innovations varied, these factors did not fully account for the cultural variations in their perceptions of social robots. In conclusion, we believe that more real-life practices emerging from the situated use of robots should be investigated. Besides focusing on the impact of broader cultural values such as those associated with religion and traditions, future studies should examine how users interact, or avoid interaction, with robots within specific contexts of use.