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„Tue Gutes und rede darüber“ lautet eine leicht verständliche Ur-Definition von Öffentlichkeitsarbeit, die längst zu einem Sprichwort geworden ist. Im Laufe der Zeit kamen auf die Public Relations zahlreiche Veränderungen zu: Die Sozialen Medien bewirkten, dass der interaktive Dialog und das Zuhören in den Fokus der PR rückten: „Tue Gutes und lasse andere darüber reden“ war die hierzu passende Aktualisierung. Einer der jüngsten Trends in der PR ist die Nachhaltigkeitskommunikation, die sogenannte „Green PR“, das heißt die Umsetzung glaubwürdiger, nachhaltiger Kommunikationsstrategien. Damit erfährt das Sprichwort ein weiteres Update zu „Tue nachhaltig Gutes und lasse andere dabei mitreden.“
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.
The Football World Cup 2014
(2017)
International sporting events such as the Football World Cup constitute the ideal platform for companies to implement their target-group-specific marketing communications. Therefore, sporting event organisers sell exclusive marketing rights for their events to official sponsors. In return, these sponsors acquire exclusive opportunities to utilise the event for their own marketing purposes.
Ambush marketing is the method used by companies that do not actually hold marketing rights to an event, but still use marketing activities in diverse ways to establish a connection to it. The philosophy of ambush marketing consists of achieving conventional marketing objectives using unconventional methods. However, it creates the risk of fines or punishment, since companies that use these strategies even though they do not have sponsorship rights are violating legal requirements.
This case study introduces and analyses the marketing communications tools of sports sponsorship and ambush marketing.
Unternehmen arbeiten in Netzwerken mit vielfältigen Lieferanten- und Kundenbeziehungen und an unterschiedlichen Stellen der Wertschöpfungsketten. Dem Supply-Chain-Controlling kommt daher eine sehr hohe Bedeutung im Unternehmen zu. Es unterstützt das Management bei der Gestaltung und Steuerung unternehmensübergreifender Material-, Informations- und Geldflüsse. Dabei soll es die Effizienz und die Effektivität des unternehmerischen Handelns bzw. Entscheidens gewährleisten.
Nachdem Unternehmen Klarheit über das Kundenverhalten und die damit zusammenhängenden Determinanten haben, gilt es, in einem zweiten Schritt eine Strategie auszuarbeiten, die die bestmögliche Befriedigung der Kundenbedürfnisse in den Mittelpunkt des Handelns setzt. Je besser dieses den Unternehmen gelingt, umso besser lassen sich damit deren eigene Ziele verwirklichen. Dabei gilt es zunächst, einen Marketingplan zu entwickeln.
The SDGs give an overview of the world's development challenges of the present and the coming decades and set a new global agenda for more inclusive and sustainable development and growth. These challenges also represent opportunities for social innovations and the creation of scalable and financially self-sustaining solutions by businesses and (social) entrepreneurs. Examples of solutions to social and ecological challenges are for instance providing low-income communities with access to affordable, quality products and services in areas such as water and sanitation, energy, health, education and finance. New business models can meet customer demands by providing solutions and thereby create opportunities for low-income people as employees, suppliers and distributors.
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.