Essays about: "SmartPLS"

Showing result 1 - 5 of 20 essays containing the word SmartPLS.

  1. 1. The Contributing Role of Reflexivity to Innovation in Tech Teams: How Leader Humility and Team Proactivity Can Facilitate The Process

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Sebastian Karl; Cecilia Bobba; [2023]
    Keywords : Leader Humility; Team Proactivity; Psychological Safety; Reflexivity; Innovation; Tech Teams; Business and Economics;

    Abstract : As most companies and organizations rely on their tech teams to drive their business, staying innovative becomes a crucial challenge in this context. The present study explores this strive for innovation by considering team reflexivity, defined as the ability of a group to communicate and ponder together. READ MORE

  2. 2. The drivers of prosumer innovativeness and its impact on value co-creation

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Author : Kristoffer Eriksson; [2022]
    Keywords : Prosumer; Value; Co-creation; Innovation; Innovativeness; Motivation; Driver;

    Abstract : Purpose – The purpose of this study is to find what the drivers of prosumer innovativeness are and how prosumer innovativeness impacts value co-creation. To achieve this purpose, the study aimed to answer the following two research questions: “How does prosumer innovativeness impact value co-creation?” and “What drives prosumer innovativeness?” Method – Through the assessment of already existing literature, a conceptual model was created. READ MORE

  3. 3. Gamification Use Intention : Examining the technology acceptance factors that define gamification use intention

    University essay from Jönköping University/IHH, Företagsekonomi

    Author : Michiel de Kok; Mark Klaiber; [2022]
    Keywords : Gamification; Demographics; Perceived Ease of Use; Perceived Enjoyment; Perceived Usefulness; Technology Acceptance Model; Use Intention; Gender; IT literacy; Educational Background; Age;

    Abstract : During the past years, gamification has become an influential trend in technology and the promises are widespread. The definition of gamification is known as the implementation of game elements (leaderboards, badges, points) within a non-game context. READ MORE

  4. 4. The mediating impact of monetary incentives : A study on consumers’ willingness to recycle sWEEE

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Author : Emil Lindholm; [2022]
    Keywords : Recycling; E-waste; Deposit-refund system; Willingness; Theory of planned behaviour; monetary incentives;

    Abstract : E-waste is a growing problem across the world. With a higher living standard comes an increase in electronic product usage and subsequently discarding, which leads to negative environmental and human impact when discarded incorrectly. This improper discarding of E-waste is most prevalent in the small equipment category. READ MORE

  5. 5. Data-driven Management Framework using National and Corporate Culture Analytics to foster Innovation Ambidexterity : A case study on a world leading telecom company

    University essay from Blekinge Tekniska Högskola/Institutionen för industriell ekonomi

    Author : Chiara Isola; Divya Peddireddy; [2021]
    Keywords : Ambidexterity; Exploration; Exploitation; Innovation; National culture; Corporate culture; Telecommunication Sector; Human Capital; Data-driven Management; Business Strategy; Machine Learning;

    Abstract : Background: In a highly competitive world, leaders of firms highly dependent on innovation, such astelecom companies, must acquire data-driven managerial skills to systematically analyze datasets from multiple points of view to aid decision-making in the new context of Industry 4.0. READ MORE