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Since its early beginnings in the form of correspondence schools, e-learning has generally sought to provide flexibility and high quality education. While these are indeed noble intentions, the reality of today's connected world demands that such programs focus on a different purpose. As the main purpose of e-learning shifts, so must be the design approaches.
Rethinking e-learning requires open-mindedness on the part of academies, designers, cyber educators, legislators, IT and administrators, but also the learners themselves. All who are involved in or impacted by e-learning programs must speak up and finally share their perspectives, but who will be listening? The key to rethinking e-learning lies in the ability of the stakeholders to listen to each other and make decisions which are in the best interest of the learner.
This chapter will propose a new purpose for e-learning and explore promising possibilities for learner-centered design. The future of e-learning can be shaped by the decisions made today, but before any decisions can be made, one must acknowledge e-learning's successes as well as its shortcomings. The purpose of this chapter is to encourage those who are impacted by e-learning to think about the future.
There is no denying that organizations, whether domestic or global, whether educational, governmental, or business, are undergoing rapid transformation. However, what is causing it? Prompted by the need to remain relevant and competitive, organizations constantly try to reinvent themselves. Those that do not, according to the laws of economics, will simply serve no purpose and will eventually cease to exist. Regardless of sector or industry, an organization's success pivots around its human talent. Hence, it is crucial to manage it and cultivate certain traits, knowledge, and skills. In today's global economy, organizations are more interconnected than ever before and thus the challenges they face require that employees possess not only expert knowledge, problem-solving, cross-cultural, and cross-functional teaming skills, but also good communications skills and agile thinking.
Many researchers have explored the phenomenon of intercultural communication since Edward T. Hall first brought it to light in the late 1950s. Although the literature is quite extensive, the ongoing sociopolitical struggles are evidence that even in the twenty-first century, society has limited intercultural as well as intracultural communication competence. This limited understanding continues to bring about discord in every facet of life, including work.
The modern workforce is expected to possess certain knowledge, skills, and attitudes that are inherently different from those expected from previous generations. Due to globalization, intercultural competence and highly effective communication skills are at the top of the list - a working knowledge of English as the lingua franca of today's business world can be considered as a first step.
Purpose: This paper is to show what sustainable fashion is and how it has developed in recent years. Also the paper discusses which factors are important in order to be sustainable. Above all, it's about customers who show a lot interest in sustainable fashion. Child labor, working conditions, poor quality and poisonous substances are stricty rejected by these consumers. Amazingly, fashion companies that repeatedly hit the headlines with bad properties are very successful. It's about the sustainable oxymoron, the act and want of the consumer.
Findings: It is difficult to be sustainable. The reasons for that are the consumption, not much transparency in textile chains, fast fashion and much more. It's almost impossible for a product to achieve the 100 percent sustainability. On one hand the consumers want to have sustainable products, on the other hand they purchase for newness and cheap clothes. It has become clear that they buy in a conflict.
This introductory chapter starts with a brief discussion about the differences between the long-standing perspective of sports marketing and more modern sports marketing approach. The discussion leads to the ultimate question whether sports marketing can be seen as a new and independent marketing discipline rather than a normal form of marketing. In addition, a coherent definition of sports marketing will be presented which serves as the underlining definition of this edition volumen. Then the most important characteristics of sports of a marketing perspective will be explained using some real-life examples. The structure as well as the individual chapters of this book will be introduced in the following. This first chapter concludes with the introduction of the German Institute for Sports Marketing which has been founded by the editors of this book.
Marketing in sports
(2014)
In this chapter the principals of marketing will be explained an transferred to the contex of sports. Following a brief introduction the principles of marketing will be outlined and explained in further detail. Then the subject of sports marketing will be introduced from different perspectives using various definitions and approaches. Afterwards the focus is on the unique characteristics of sports marketing before a model of sports marketing will be presented. Then it will be shown how professional sporting organisations might market their products an themselves. The chapter concludes with a detailed case study using the example of FC St. Pauli which is one of only few real brands in German sports.
This chapter presents the diverse facets of sports marketing in Western Europe. It showcases the most important types of sports, most significant leagues, bestknown clubs, most popular athletes and the biggest sporting events in Western Europe while elaborating on the relevant aspects of sports marketing. We examine European sportsconsumers, characterise the sports marketing market in Western Europe an explain the current scientific/academic status of sports marketing. Moreover, we illustrate the motives for the internationalisation taking place in sports marketing. In conclusion, this chapter includes an international case study on the entry of the NFL into the European market.
Although sports is generally defined as motor activity, it has always been much more than that. Since management and sports follow the same objective of achieving highest performance, correlation between these two fields nowadays become increasingly interesting in terms of corporate strategy. This chapter aims to point out how organisations as well as individuals can benefit from the general and psychological values and strategies of sports, by first looking at the general framework of professional sports an futher applying approaches from various types of sports directly to certain business functions like general management, human resource management and marketing management. The chapter concludes with an international case study and brief outlook.
This concluding chapter summarises and discusses the different parts and findings of the anthology on hand. The main statements and conclusions of each chapter are presented. Following up, the editors try to look into the future of the sports business and sports management in general and the future of sports marketing in particular and draw a final conclusion.
As long as there have been professional sports, there have been relationships on different levels. For example, sponsorship (or patronage as it was called in the early days) was mostly based on personal relations between the local benefactors and their favourite sports club. Regarding media, clubs always maintained special relationships with selected journalists. The bond between fans and their clubs was always a close and mutually beneficial one. All these relationships existed from the start of the sports business. Therefore, relationship marketing is nothing new in the context of sports. Many sporting organisations always knew to value a deep and good relationship with their stakeholders and practised relationship marketing without being aware of it. Successful sports managers, however, take the old wisdom and turn it into a modern relationship marketing approach by structuring the various relationships in order to make them more effective and profitable for the own sporting organisation and the various stakeholders. This chapter ... illustrates the many facets of relationship marketing and the possibilities it offers in the context of the sports business.
The digital transformation is today’s dominant business transformation having a strong influence on how digital services and products are designed in a service-dominant way. A popular underlying theory of value creation and economic exchange that is known as the service-dominant (S-D) logic can be connected to many successful digital business models. However, S-D logic by itself is abstract. Companies cannot directly use it as an instrument for business model innovation and design in an easy way. To address this a comprehensive ideation method based on S-D logic is proposed, called service-dominant design (SDD). SDD is aimed at supporting firms in the transition to a service- and value-oriented perspective. The method provides a simplified way to structure the ideation process based on four model components. Each component consists of practical implications, auxiliary questions and visualization techniques that were derived from a literature review, a use case evaluation of digital mobility and a focus group discussion. SDD represents a first step of having a toolset that can support established companies in the process of service- and value-orientation as part of their digital transformation efforts.
Purpose: Emotions play a central role in approach-avoidance customer conflicts in retailing. The purpose of this paper is to assess the influence of emotions in the fashion retail environment, in particular to investigate how emotions can be best defined and clustered as well as how emotions affect the costumer behavior.
Findings: The conceptual paper reveals a framework explaining diverse theories of emotional models existing in literature. Moreover, the stimulus-organism-response model is applied to costumer behaviour in the fashion retail to explain the shopping experience under the influence of cognitive and affective emotional processes. Finally, it is concluded that point of sales have to be turned to point of emotions in order retailers are able to develop sustainable relationships with their customers.
Sustainability is a development that meets the needs of the present without compromising the ability of future generations to meet their own needs.
Business Model is a plan for the successful operation of a business, identifying sources of revenue, the intended customer base, products, and details of financing.
Circular economy is an approach of how a company creates, captures and delivers value, with a value creation logic designed to improve resource efficiency through contributing to extending the useful life of products and parts (e.g., through long-life design, repair and remanufacturing) and closing material loops.
Health monitoring in a home environment can have broader use since it may provide continuous control of health parameters with relatively minor intrusiveness into regular life. This work aims to verify if it is possible to replace the typical in some sleep medicine areas subjective questioning by an objective measurement using electronic devices. For this purpose, a study was conducted with ten subjects, in which objective and subjective measurement of relevant sleep parameters took place. The results of both measurement methods were evaluated and analyzed. The results showed that while for some measures, such as Total Time in Bed, there is a high agreement between objective and subjective measurements, for others, such as sleep quality, there are significant differences. For this reason, currently, a combination of both measurement methods may be beneficial and provide the most detailed results, while a partial replacement can already reduce the number of questions at the subjective measurement by measurement through electronic devices.
Purpose: The purpose of this paper is to assess the state of the art concerning the information demand of the sustainable consumer focusing on the characterization of the sustainable customer, the demanded information content with regard to fashion products and the expected information frame.
Findings: Key findings of this paper are that sustainable consumers share certain psychographics such as sustainable knowledge and perceived customer effectiveness. So demanded information content is about general sustainable knowledge and the concrete impact of sustainable purchase behavior. Fashion product attributes demanded are details about production, material and the after-purchase use. Concerning the information frame, consumers expect information to be credible, transparent and comprehensible. Eco-labels play an important role within the information frame.
Purpose: The purpose of this paper is to analyse the main elements of successful customer loyalty programs in general and emotional components of the buying process in order to determine loyalty programs for fashion retailers.
Findings: The results of this study indicate that loyalty programs in fashion retail require considerable non-monetary benefits such as sense of exclusive membership and enhanced status to distinguish from competitors customer loyalty programs.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies.
In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.
Rational strain engineering requires solid testing of phenotypes including productivity and ideally contributes thereby directly to our understanding of the genotype-phenotype relationship. Actually, the test step of the strain engineering cycle becomes the limiting step, as ever advancing tools for generating genetic diversity exist. Here, we briefly define the challenge one faces in quantifiying phenotypes and summarize existing analytical techniques that partially overcome this challenge. We argue that the evolution of volatile metabolites can be used as proxy for cellular metabolism. In the simplest case, the product of interest is a volatile (e.g., from bulk alcohols to special fragrances) that is directly quantified over time. But also nonvolatile products (e.g., from bulk long-chain fatty acids to natural products) require major flux rerouting that result potentially in altered volatile production. While alternative techniques for volatile determination exist, rather few can be envisaged for medium to high-throughput analysis required for phenotype testing. Here, we contribute a detailed protocol for an ion mobility spectrometry (IMS) analysis that allows volatile metabolite quantification down to the ppb range. The sensivity can be exploited for small-scale fermentation monitoring. The insights shared might contribute to a more frequent use of IMS in biotechnology, while the experimented aspects are of general use for researchers interested in volatile monitoring.
This article studies the development of e-governance over time and across countries. We use a large data sample consisting of 99 developing and 34 OECD countries to study this notion. Firstly, we study the development of e-governance. Secondly, we estimate models to check the determining factors of e-governance over time and across countries. The study reveals that the level of e-governance is determined by the degree of e-participation, online access as well as GDP per capita.