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Book part
Publication date: 23 September 2022

Thomas Gegenhuber, Danielle Logue, C.R. (Bob) Hinings and Michael Barrett

Undoubtedly, digital transformation is permeating all domains of business and society. We envisage this volume as an opportunity to explore how manifestations of digital…

Abstract

Undoubtedly, digital transformation is permeating all domains of business and society. We envisage this volume as an opportunity to explore how manifestations of digital transformation require rethinking of our understanding and theorization of institutional processes. To achieve this goal, a collaborative forum of organization and management theory scholars and information systems researchers was developed to enrich and advance institutional theory approaches in understanding digital transformation. This volume’s contributions advance the three institutional perspectives. The first perspective, institutional logics, technological affordances and digital transformation, seeks to deepen our understanding of the pervasive and increasingly important relationship between technology and institutions. The second perspective, digital transformation, professional projects and new institutional agents, explores how existing professions respond to the introduction of digital technologies as well as the emergence of new professional projects and institutional agents in the wake of digital transformation. The third perspective, institutional infrastructure, field governance and digital transformation, inquires how new digital organizational forms, such as platforms, affect institutional fields, their infrastructure and thus their governance. For each of these perspectives, we outline an agenda for future research, complemented by a brief discussion of new research frontiers (i.e., digital work and sites of technological (re-)production; artificial intelligence (AI) and actorhood; digital transformation and grand challenges) and methodological reflections.

Details

Digital Transformation and Institutional Theory
Type: Book
ISBN: 978-1-80262-222-5

Keywords

Book part
Publication date: 23 September 2022

Georg Loscher and Verena Bader

In this paper, we explore the effects of emerging digital technologies on professionalization within organizations. Specifically, we examine how the emergence of data analytics as…

Abstract

In this paper, we explore the effects of emerging digital technologies on professionalization within organizations. Specifically, we examine how the emergence of data analytics as a new cross-functional profession rooted in new digital technologies is challenging human resources (HR) as an established organizational profession. Our qualitative study reveals how rhetorical work and material work have established a symbiosis between data science and HR. Rather than leading to de-professionalization, new technologies are enabling HR practices to be augmented and new actors to be integrated into the professionalization project, thereby elevating the status of HR. These findings contribute to the literature on the role of technology in institutional theory and its influences on the professionalization.

Details

Digital Transformation and Institutional Theory
Type: Book
ISBN: 978-1-80262-222-5

Keywords

Article
Publication date: 28 September 2012

Timo Nevalainen and Miia Maijala

This paper aims to focus on the management of creative learning process in Proacademy, an entrepreneurship education unit of Tampere University of Applied Sciences (TAMK) where…

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Abstract

Purpose

This paper aims to focus on the management of creative learning process in Proacademy, an entrepreneurship education unit of Tampere University of Applied Sciences (TAMK) where all coaching, learning and business development activities are focused on facilitating the entrepreneurial path, which consists of five core value‐activities of trust, courage, actions, learning and success.

Design/methodology/approach

TAMK Proacademy implements a unique approach to continuous development of a learning community, based on team learning and self‐managed development of relevant knowledge and skills. The paper describes this process, part of its theoretical basis and major outcomes.

Findings

The shared decision making in Proacademy allows for student‐entrepreneurs to take an active and responsible role in the management of the study programme and leaves enough room for creativity and innovation in practice. Capability of self‐leadership of teams and individuals is enabled by a shared vision and values, and the shared domain of entrepreneurship as the focus of learning activities.

Originality/value

This paper demonstrates the key factors found to be most important in managing a creative organization and it will be of value for anyone investigating learning organizations. It presents an example on how an organization that supports active co‐operation between the university staff and the students can be structured.

Details

Development and Learning in Organizations: An International Journal, vol. 26 no. 6
Type: Research Article
ISSN: 1477-7282

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Article
Publication date: 20 August 2020

Johannes C. Bauer, Marc Linzmajer, Liane Nagengast, Thomas Rudolph and Elena D'Cruz

Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research…

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Abstract

Purpose

Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.

Design/methodology/approach

To test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gamification in online retailing has the potential to affect an important set of outcomes for service firms throughout the consumer decision process (Hofacker et al., 2016).

Findings

The results of two lab experiments demonstrate that playing a shopping-related game without monetary participation incentive positively influences all three relational outcomes because games enhance consumers' enjoyment of the overall shopping experience. However, our findings also show that monetary rewards used to incentivize game participation diminish these effects. Gamification loses its positive effects if games are combined with monetary rewards, as consumers no longer play games to derive inherent enjoyment, but rather the extrinsic motivation of receiving a discount. We draw managerial implications about how gamification effectively and profitably fosters strong customer relationships and thus increases customer lifetime value and equity.

Research limitations/implications

This research is the first to investigate the combined effects of gamification and price discounts that require consumers to play the game in order to receive the discount. Focusing on an online shopping context, this article contributes to research on motivation by providing new and more nuanced insights into the psychological process underlying the gamification effects on consumer' long-term attitudes (i.e. satisfaction) and relational behaviors (i.e. positive WOM and loyalty) toward a retailer.

Practical implications

Based on our findings, we provide recommendations for marketers that explain how gamification can be a profitable and efficient tool to foster strong customer relationships. Retail managers should use gamification as a less costly alternative to typical price discounts.

Originality/value

Two laboratory experiments investigate how the separate and combined use of games and price discounts affects consumers' satisfaction, positive WOM intentions and loyalty. Playing a shopping-related game increases satisfaction with the retailer and positive WOM intentions as well as loyalty. Monetary rewards used to incentivize game participation eliminate the positive effects of gamification.

Details

Journal of Service Management, vol. 31 no. 3
Type: Research Article
ISSN: 1757-5818

Keywords

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