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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.
Delphi-Technik
(2018)
Vor dem Hintergrund einer zunehmenden Informations- und Reizüberlastung der Konsumenten werden aus Unternehmenssicht zielgruppenadäquate Inhalte, insbesondere zur Erreichung von kommunikationspolitischen Zielsetzungen, immer wichtiger. Um diese zu gewährleisten, bedarf es einer sinnvollen Planung, Produktion und Distribution von Inhalten. Der vorliegende Beitrag gibt einen Überblick über einen solchen Prozess und veranschaulicht die notwendigen Schritte für ein erfolgreiches Content-Marketing.
Well-designed and informative product presentations can support consumers in making purchase decisions. There are plenty of facts and details about a product of interest. However, also emotions are an important aspect for the purchase decision. The unique visualization opportunities of virtual reality (VR) can give users of VR applications the feeling of being there (telepresence). The applications can intensely engage them in a flow experience, comprising the four dimensions of enjoyment, curiosity, focused attention and control. In this work, we claim that VR product presentations can create subjective product experiences for consumers and motivate them to reuse this innovative type of product presentation in the future, by immersing them in a virtual world and causing them to interact with it. To verify the conceptual model a study was conducted with 551 participants who explored a VR hotel application. The results indicate that VR product presentations evoke positive emotions among consumers. The virtual experience made potential customers focus their attention on the virtual world and aroused their curiosity about getting more information about the product in an enjoyable way. In contrast to the theoretical assumption, control did not influence the users’ behavioral intentions to reuse VR product presentation. We conclude that VR product presentations create a feeling of telepresence, which leads to a flow experience that contributes to the behavioral intention of users to reuse VR product presentations in the future.
Business Reengineering
(2018)
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.
Benchmarking
(2018)