Refine
Document Type
- Part of a Book (50)
- Other (40)
- Article (unreviewed) (35)
- Conference Proceeding (33)
- Working Paper (23)
- Article (reviewed) (19)
- Book (11)
- Report (4)
- Contribution to a Periodical (3)
- Doctoral Thesis (1)
Conference Type
- Konferenzartikel (30)
- Konferenz-Abstract (1)
- Sonstiges (1)
Is part of the Bibliography
- yes (219) (remove)
Keywords
- COVID-19 (9)
- Gamification (8)
- Social Media (7)
- Content-Marketing (6)
- Entrepreneurship (6)
- Digitalisierung (5)
- Führung (5)
- Datenschutz (4)
- Führungskultur (4)
- Krisenkommunikation (4)
- Krisenmanagement (4)
- Marketing (4)
- Schule (4)
- Acceptance (3)
- Bildungsmanagement (3)
- Digitale Transformation (3)
- Education (3)
- Journalismus (3)
- Management (3)
- Ransomware (3)
- Robotik (3)
- Social Engineering (3)
- Social Robots (3)
- Soziale Roboter (3)
- Transformationsmanagement (3)
- VR (3)
- Virtual Reality (3)
- Analytics (2)
- Artistic Research (2)
- Bildung (2)
- Cloud (2)
- Cyberangriffe (2)
- Deep Learning (2)
- Design (2)
- Disruption (2)
- E-Learning (2)
- Einsamkeit (2)
- Elderly (2)
- Fernunterricht (2)
- Ganztagsschule (2)
- Gesundheit (2)
- Health (2)
- ISO (2)
- IT Governance (2)
- Influencer (2)
- Kommunalverwaltung (2)
- Künstliche Intelligenz (2)
- Leadership (2)
- Learning Analytics (2)
- Medien (2)
- Medienpädagogik (2)
- Medienunternehmen (2)
- Psychologie (2)
- Pädagogik (2)
- Risiko (2)
- Risikomanagement (2)
- STIX (2)
- Schulentwicklung (2)
- Schulkultur (2)
- Sound Synthesis (2)
- Transformation (2)
- University students (2)
- Unternehmenskommunikation (2)
- artificial dancer (2)
- dance and technology (2)
- deep learning (2)
- gamification (2)
- learning scenarios (2)
- loneliness (2)
- motion synthesis (2)
- optics and photonics (2)
- research-oriented education (2)
- Ältere (2)
- AR (1)
- Abonnements (1)
- Abopreise (1)
- Agenturbranche (1)
- Alternative Investitionen (1)
- Amazon (1)
- Analyse (1)
- Arbeitsmarkt (1)
- Artificial Intelligence (1)
- Assistive Technologies (1)
- Assistive Technology (1)
- Astronomical optics (1)
- AudiovisualPerformance (1)
- Augmented Reality (1)
- Augmented reality (1)
- B2B (1)
- Best Practice (1)
- Beuys, Joseph (1)
- Beweismittel (1)
- Beweisverwertung (1)
- Bildungssektor (1)
- Binary Executable (1)
- Bio-Siegel (1)
- Bogenmodell (1)
- Branding (1)
- COSO-Rahmenwerk (1)
- COVID (1)
- CSR authenticity (1)
- Carve-Out-Transaktion (1)
- Circular polarizing filter (1)
- Clifton Strengths (1)
- Climate mitigation (1)
- Coaching (1)
- Consumers-as-Creators (1)
- Containerschifffahrt (1)
- Content Repurposing (1)
- Corona (1)
- Corporate Venturing (1)
- Corporate social responsibility (1)
- Crossmediale Werbung (1)
- Cryptography (1)
- Culture (1)
- Curricular concepts (1)
- Cyber Threat Intelligence (1)
- Cyber-Risiken (1)
- Cyberresilienz (1)
- Cyberrisiken (1)
- Cyberrisiko (1)
- Cyberrisikomanagement (1)
- Dashcam (1)
- Datenanalyse (1)
- Datenanalysen (1)
- Datenlöschkonzept (1)
- Datenschutzmanagement (1)
- Deafblind (1)
- Deafblindness (1)
- Deepfake (1)
- Design Thinking (1)
- Didaktisches Design (1)
- Digitale Bildung (1)
- Digitale Lehre (1)
- Digitale Lernszenarien (1)
- Digitaltechnik (1)
- Digitalwirtschaft (1)
- Disabilities (1)
- Disruptive Innovation (1)
- Distanzlernen (1)
- Distanzunterricht (1)
- Diversifikationsstrategien (1)
- E-Health (1)
- E-Mail (1)
- ESG (1)
- Ecercises (1)
- Einstellung (1)
- Elaboration-Likelihood-Modell (1)
- Elderly care (1)
- Embodiment (1)
- Emotion analysis (1)
- Emotional Communication (1)
- Emotional Interaction (1)
- Empirical research (1)
- Empirische Forschung (1)
- Entrepreneurial Culture (1)
- Entrepreneurial leadership (1)
- Eventbranche (1)
- Experimentalkultur (1)
- Faktoranalyse (1)
- Feature extraction (1)
- FinTech Unternehmen (1)
- Fleischwirtschaft (1)
- Frühaufklärung (1)
- Führungsausbildung (1)
- Führungskompetenz (1)
- Führungskräfteentwicklung (1)
- Games (1)
- Gamification-Design (1)
- Garten (1)
- Gender Studies (1)
- Generations (1)
- Generative Art (1)
- Geschäftsmodell (1)
- Gesundheitskommunikation (1)
- Gesundheitswesen (1)
- Gleichstellungsarbeit (1)
- HCI (1)
- Hands ON (1)
- Head-mounted displays (1)
- Helmholtz coil (1)
- Hilfsaufrechnung (1)
- Hochschulbildung (1)
- Hochschuldidaktik (1)
- Human-Computer Interaction (1)
- Human-centered computing (1)
- Hype (1)
- IDL (1)
- IYL (1)
- Immersive Technology (1)
- Improvisation (1)
- Industrial Production (1)
- Industrie 4.0 (1)
- Informatik (1)
- Intelligence (1)
- Interactive Film (1)
- International Day of Light (1)
- International Year of Light (1)
- Internet- und Computersucht (1)
- Investitionsverhalten (1)
- Isolation (1)
- Jones calculus (1)
- Joseph Beuys (1)
- KI-Kompetenz (1)
- Klimaneutralität (1)
- Kommunales Marketing (1)
- Kommunalpolitik (1)
- Kommunen (1)
- Kommunikation (1)
- Kommunikationsstrategie (1)
- Komplexität (1)
- Komplexitätsreduktion (1)
- Krankenversicherung (1)
- Kreativität (1)
- Kreativwirtschaft (1)
- Krise (1)
- Kryptowährung (1)
- Kultur (1)
- Kulturwandel (1)
- Kulturwirtschaft (1)
- Kundenbindung (1)
- Kundenmanagement (1)
- LXP (1)
- Large-scale Evaluation (1)
- Law-Tech (1)
- Lebensmitteleinzelhandel (1)
- Legal-Tech (1)
- Leitbild (1)
- Leitfaden (1)
- Lernen (1)
- Lernplattform (1)
- Lizenzmanagement (1)
- Loneliness (1)
- MINT (1)
- Machine Learning (1)
- Maker Education (1)
- Management Theory (1)
- Management Trends (1)
- Marketability (1)
- Marketingkommunikation (1)
- Marktanalyse (1)
- Marktfähigkeit (1)
- Marktkraft (1)
- Media4Equity (1)
- Medienbranche (1)
- Medienkompetenz (1)
- Medienwandel (1)
- Mensch-Maschine-Kommunikation (1)
- Mindset (1)
- Monte-Carlo Simulationsmodell (1)
- Movement (1)
- Museum (1)
- Museumsbesuch (1)
- Nachhaltigkeit (1)
- Nachruf (1)
- Narrative (1)
- Natur (1)
- Online-Apotheke (1)
- Optics and Photonics (1)
- Organisationsentwicklung (1)
- Organisationskommunikation (1)
- Organisationskultur (1)
- Organizational Culture (1)
- Personalentwicklung (1)
- Photography (1)
- Photonics (1)
- Physiotherapy (1)
- Plattformökonomie (1)
- Polarization (1)
- Portfolioanalyse (1)
- Preispolitik (1)
- Psychische Gesundheit (1)
- Purchase intention (1)
- Pädagogik vs. Lernmaschinen (1)
- Pädagogisches Making (1)
- Pädiatrie (1)
- Quarter-wave plate (1)
- Rahmenwerk (1)
- Real-time (1)
- Realtime simulation (1)
- Recherche (1)
- Rechtskraft (1)
- Recommendation (1)
- Reederei (1)
- Rehabilitation (1)
- Risiko- und Krisenmanagement (1)
- Risikoanalyse (1)
- Risikobetrachtung (1)
- Risikomodellierung (1)
- Roboter (1)
- Schadensersatz (1)
- Scheinselbständigkeit (1)
- Schifffahrtskrise (1)
- Schreiben (1)
- Schulleitung (1)
- Schulprofil (1)
- Schweigepflicht (1)
- Serious Games (1)
- Simulation-based Interaction (1)
- Social Isolation (1)
- Social Media Marketing (1)
- Social Media-Advertising (1)
- Social isolation (1)
- Social media performance measurement (1)
- Social policy (1)
- Social-Media-Kampagnen (1)
- Software Engineering (1)
- Sozialwissenschaften (1)
- Spielbasiertes Lernen (1)
- Stakeholdermanagement (1)
- Stammkundenbindung (1)
- Standards (1)
- Start-up-Beteiligungen (1)
- Start-up-Management (1)
- Start-ups (1)
- Startups (1)
- Strategiekrise (1)
- Strukturgleichungsmodellierung (1)
- Studie (1)
- Studieneingangsphase (1)
- Studierendenbefragung (1)
- Studium (1)
- Suffizienz (1)
- Sustainability (1)
- Szenario (1)
- Talente (1)
- Target Group Oriented Communication (1)
- Technikakzeptanz (1)
- Technologie (1)
- Transformationsstrategie (1)
- Transparenz (1)
- Umfrage (1)
- Unity Engine (1)
- Universal Basic Income (1)
- Unsicherheit (1)
- Unterlassungserklärung (1)
- Unternehmensgründung (1)
- Unternehmenskultur (1)
- Unternehmertum (1)
- Unterricht (1)
- User-Generated-Content (1)
- User-generated content (1)
- User-generated-content (1)
- Verjährung (1)
- Verlag (1)
- Verlassenheit (1)
- Vertragsstrafe (1)
- Verwaltungskommunikation (1)
- Verwaltungsmarketing (1)
- Virtual experience (1)
- Virtual experiments (1)
- Virtual reality (1)
- Virtuelle Realität (1)
- Virtuelle Währung (1)
- Virual Reality (1)
- Visualization (1)
- Wahrscheinlichkeit (1)
- Web Content Management (1)
- Web Content Management System (1)
- Webcam (1)
- Website-Marketing (1)
- Werbemarkt (1)
- Werbung (1)
- Wettbewerbsrecht (1)
- Widerruf (1)
- Working Capital; Analytics (1)
- Zeitungsbranche (1)
- agile Methoden (1)
- algorithm-based data analysis (1)
- approximation (1)
- augmented reality (1)
- construal level theory (1)
- context-driven design (1)
- curricular concepts (1)
- cybersecurity (1)
- data aggregation (1)
- dickkopf 3 (1)
- digital sports (1)
- ethical frameworks (1)
- evaluation (1)
- experience economy (1)
- fitness app (1)
- generation Y (1)
- generation Z (1)
- human-computer interaction (1)
- interactive media (1)
- media technology (1)
- media tyechnolog (1)
- mental health apps (1)
- message complexity (1)
- metaverse (1)
- metrics (1)
- mixed reality (1)
- mobile app (1)
- offensive security techniques (1)
- pandemic (1)
- performance measurement process (1)
- professional designers (1)
- random call model (1)
- self-determination theory (1)
- sensor network (1)
- social media analytics (1)
- socially assistive robot (1)
- university students (1)
- vegan (1)
- vegetarisch (1)
- virtual experiments (1)
- virtual worlds (1)
- visual qualities (1)
- wearable (1)
Institute
- Fakultät Medien (M) (ab 22.04.2021) (219) (remove)
Open Access
- Closed (100)
- Open Access (69)
- Closed Access (50)
- Bronze (21)
- Diamond (12)
- Hybrid (7)
- Gold (4)
- Grün (3)
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.
A report from the World Economic Forum (2019) stated loneliness as the third societal stressor in the world, mainly in western countries. Moreover, research shows that loneliness tends to be experienced more severely by young adults than other age groups (Rokach, 2000), which is the case of university students who face profound periods of loneliness when attending university in a new place (Diehl et al., 2018). Digital technology, especially mental health apps (MHapps), have been viewed as promising solutions to address this distress in universities, however, little evidence on this topic reveals uncertainty around how these resources impact individual well-being. Therefore, this research proposed to investigate how the gamified social mobile app Noneliness reduced loneliness rates and other associated mental health issues of students from a German university. As little work has focused on digital apps targeting loneliness, this project also proposed to describe and discuss the app’s design and development processes. A multimethod approach was adopted: literature review on high-efficacy MHapps design, gamification for mental health and loneliness interventions; User Experience Design and Human-centered Computing. Evaluations occurred according to the app’s development iterations, which assessed four versions (from prototype to Beta) through quantitative and qualitative studies with university students. The main results obtained regarding the design aspects were: users' preference for minimalistic interfaces; importance in maintaining privacy and establishing trust among users; students' willingness to use an online support space for emotional and educational support. Most used features were those related to group discussions, private chats and university social events. Preferred gamification elements were those that provided positive reinforcement to motivate social interactions (e.g. Points, Levels and Achievements). Results of a pilot randomized controlled trial with university students (N = 12), showed no statistically significant interactions in reducing loneliness among experimental group members (n = 7, x² = 3.500, p-value = 0.477, Cramer’s V = 0.27) who made continued use of the app for six weeks. On the other hand, the app showed effects of moderate magnitude on loneliness reduction in this group. The app also demonstrated relatively strong magnitude effects on other associated variables, such as depression and stress in the experimental group. In addition to motivating the conduct of further studies with larger samples, the findings point to a potential app effectiveness not only to reduce loneliness, but also other variables that may be associated with the distress.
The transition from college to university can have a variety of psychological effects on students who need to cope with daily obligations by themselves in a new setting, which can result in loneliness and social isolation. Mobile technology, specifically mental health apps (MHapps), have been seen as promising solutions to assist university students who are facing these problems, however, there is little evidence around this topic. My research investigates how a mobile app can be designed to reduce social isolation and loneliness among university students. The Noneliness app is being developed to this end; it aims to create social opportunities through a quest-based gamified system in a secure and collaborative network of local users. Initial evaluations with the target audience provided evidence on how an app should be designed for this purpose. These results are presented and how they helped me to plan the further steps to reach my research goals. The paper is presented at MobileHCI 2020 Doctoral Consortium.
In pandemic times, the possibilities for conventional sports activities are severely limited; many sports facilities are closed or can only be used with restrictions. To counteract this lack of health activities and social exchange, people are increasingly adopting new digital sports solutions—a behavior change that had already started with the trend towards fitness apps and activity trackers. Existing research suggests that digital solutions increase the motivation to move and stay active. This work further investigates the potentials of digital sports incorporating the dimensions gender and preference for team sports versus individual sports. The study focuses on potential users, who were mostly younger professionals and academics. The results show that the SARS-CoV-19 pandemic had a significant negative impact on sports activity, particularly on persons preferring team sports. To compensate, most participants use more digital sports than before, and there is a positive correlation between the time spent physically active during the pandemic and the increase in motivation through digital sports. Nevertheless, there is still considerable skepticism regarding the potential of digital sports solutions to increase the motivation to do sports, increase performance, or raise a sense of team spirit when done in groups.
Soziale Roboter, die mit uns kommunizieren und menschliche Verhaltensmuster imitieren, sind ein wichtiges Zukunftsthema. Während viele Arbeiten ihr Design und ihre Akzeptanz erforschen, gibt es bislang nur wenige Untersuchungen zu ihrer Marktfähigkeit. Der Schwerpunkt dieser Arbeit liegt auf dem Einsatz sozialer Roboter in den Bereichen Gesundheit und Pflege, wo die zukünftige Integration sozialer Roboter ein enormes Potenzial hat. Eine Studie mit 197 Personen aus Italien und Deutschland untersucht gewünschte Funktionalitäten und Kaufpräferenzen und berücksichtigt hierbei kulturelle Unterschiede. Dabei bestätigte sich die Wichtigkeit mehrerer Dimensionen des ALMERE-Modells (z. B. wahrgenommene Freude, Nützlichkeit und Vertrauenswürdigkeit). Die Akzeptanz korreliert stark mit der Investitionsbereitschaft. Viele ältere Personen betrachten soziale Roboter als „assistierende technische Geräte“ und erwarten, dass diese von Versicherungen und der öffentlichen Hand bezuschusst werden. Um ihren zukünftigen Einsatz zu erleichtern, sollten soziale Roboter in die Datenbanken medizinischer Hilfsmittel integriert werden.
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.
Authentic corporate social responsibility: antecedents and effects on consumer purchase intention
(2023)
Purpose
The aim of the research is to identify the factors that create an authentic company's corporate social responsibility (CSR) engagement and to investigate whether an authentic CSR engagement influences the purchase intention. In addition, the study attempts to provide insights into the mediation role of attitude toward the company and frequency of purchase on purchase intention.
Design/methodology/approach
In this study, a theoretical framework is developed in which major antecedents of authentic CSR are identified. A specific example of a brand and its corporate social responsibility activities was used for the study. An online questionnaire was used to collect the data. To verify the hypothesis, structural equation modeling with the partial least squares method was used. A total of 240 people participated in the study.
Findings
The results of the study confirmed that CSR authenticity positively influences consumer purchase intention. Furthermore, the hypothesized impact of CSR authenticity on attitudes toward the company and frequency of purchase could be verified.
Originality/value
Although there is research on the antecedents influencing the consumer's perceived authenticity of CSR, it has not addressed differences in impact and has not presented a full picture of influencing antecedents. In addition, CSR proof as a new antecedent is investigated in the study. Moreover, research on outcomes of perceived CSR authenticity still lacks depth. The study therefore addresses this research gap by providing an extensive research framework including antecedents influencing CSR authenticity and outcomes of CSR authenticity.
Digital- und Medientechnik sind heute typische Bestandteile des Unterrichts. Um Lern- und Verstehensprozesse zu ermöglichen, braucht es aber vor allem das Gespräch und den Diskurs. Lernen ist ein individueller und sozialer Prozess, der nicht digital kompensiert werden kann, wenn Verstehen und nicht nur Repetition das Ziel ist. Medien und Medientechnik können Lernprozesse unterstützen, aber wir lernen im Miteinander.
Dieser Band betrachtet die beabsichtigte digitale Transformation von Schule und Unterricht aus sowohl pädagogischer wie philosophischer, aus bildungstheoretischer wie kognitionswissenschaftlicher Perspektive. Es werden praxisnah die beabsichtigte digitale Steuerung und Quantifizierung von Lernprozessen transparent gemacht und Alternativen für einen verantwortungsvollen und pädagogisch sinnvollen Einsatz von Medien- wie Digitaltechnik im Unterricht aufgezeigt. Das Ziel ist Emanzipation und Mündigkeit durch konstruktive und produktive Medienarbeit.
Beuys-Gespräch
(2022)
Bildnisverwertungsklauseln
(2022)
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.
Complex tourism products with intangible service components are difficult to explain to potential customers. This research elaborates the use of virtual reality (VR) in the field of shore excursions. A theoretical research model based on the technology acceptance model was developed, and hypotheses were proposed. Cruise passengers were invited to test 360° excursion images on a landing page. Data was collected using an online questionnaire. Finally, data was analyzed using the PLS-SEM method. The results provide theoretical implications on technology acceptance model (TAM) research in the field of cruise tourism. Furthermore, the results and implications indicate the potential of virtual 360° shore excursion presentations for the cruise industry.
Die fortschreitende Digitalisierung der Schulen macht es möglich, die Lerndaten der Schülerinnen und Schüler in einer zentralen Cloud zu speichern. Die Befürworter versprechen sich davon eine bessere individuelle Förderung und fordern eine bundesweite Lösung, um möglichst viele Daten auswerten zu können. Die Gegner befürchten eine automatisierte Steuerung des Lernens.
Datenanalysen gibt es schon immer, auch wenn statistische Verfahren, Optimierungsmodelle, Regressionsanalysen oder Zeitreihenmodelle in allen möglichen Publikationen neu aufbereitet und unter dem Titel Business Analytics verkauft werden. Der entscheidende Unterschied liegt jedoch darin, dass heute größere und vor allem andere Datenmengen sowie leistungsfähigere Verarbeitungs- und Speicherkapazitäten zur Verfügung stehen, die zusammen mit bestehenden und neu entwickelten Methoden erhebliche Einsichten ermöglichen. Erfolgversprechend sind Ansätze, die eine komplette Einbettung von Business Analytics in den strategischen Managementprozess garantieren und die optimale Ausschöpfung operationaler Exzellenz über ein Alignment ermöglichen. Die funktionale Perspektive bildet hier das Marketing mit einer konkreten Betrachtung der Kundenloyalität und deren Profitabilität. Dieser Zusammenhang wird über ein Monte-Carlo Simulationsmodell hergestellt. Das darf aber nicht darüber hinwegtäuschen, dass die Breite und die Tiefe der Methoden erheblich sind, vermehrt zu Spezialisierungen führen und andere Analyse-Optionen zur Wahl stehen. Letztendlich müsste es aber deutlich werden, dass das Thema Business Analytics technologische, Domain-spezifische, methodologische und methodische Kenntnisse erfordert, die selten nur durch eine Person erbracht werden können.
Die neuen Realitäten digitalwirtschaftlicher Geschäftsmodelle stellen die Verfügbarkeit und Verwendung großer Datenmengen in den Mittelpunkt unternehmerischer Aktivitäten. Das Risikomanagement, das bereits intensiv stochastische Methoden anwendet, sollte an dieser Entwicklung teilhaben. Im vorliegenden Beitrag geht es um die angemessene Rahmung und Einordnung von Analytics-Projekten.