Now showing 1 - 10 of 11
  • Publication
    How to Manage Crowdsourcing Platforms Effectively?
    (Sage Publishing, 2018-02-01) ;
    Zogaj, Shkodran
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    Bretschneider, Ulrich
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    To profit from crowdsourcing, organizations can engage in four different approaches: microtasking, information pooling, broadcast search, and open collaboration. This article presents 21 governance mechanisms that can help organizations manage their crowdsourcing platforms. It investigates the effectiveness of these governance mechanisms in 19 case studies and recommends specific configurations of these mechanisms for each of the four crowdsourcing approaches. Also, it offers guidance to organizations that host a crowdsourcing platform by providing recommendations for implementing governance mechanisms into their platforms and building up governance capabilities for crowdsourcing.
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    Scopus© Citations 85
  • Publication
    Rate or Trade? Identifying Winning Ideas in Open Idea Sourcing
    (INFORMS, 2016-03) ;
    Riedl, Christoph
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    Füller, Johann
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    Information technology (IT) has created new patterns of digitally-mediated collaboration that allow open sourcing of ideas for new products and services. These novel sociotechnical arrangements afford finely-grained manipulation of how tasks can be represented and have changed the way organizations ideate. In this paper, we investigate differences in behavioral decision-making resulting from IT-based support of open idea evaluation. We report results from a randomized experiment of 120 participants comparing IT-based decision-making support using a rating scale (representing a judgment task) and a preference market (representing a choice task). We find that the rating scale-based task invokes significantly higher perceived ease of use than the preference market-based task and that perceived ease of use mediates the effect of the task representation treatment on the users’ decision quality. Furthermore, we find that the understandability of ideas being evaluated, which we assess through the ideas’ readability, and the perception of the task’s variability moderate the strength of this mediation effect, which becomes stronger with increasing perceived task variability and decreasing understandability of the ideas. We contribute to the literature by explaining how perceptual differences of task representations for open idea evaluation affect the decision quality of users and translate into differences in mechanism accuracy. These results enhance our understanding of how crowdsourcing as a novel mode of value creation may effectively complement traditional work structures.
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    Scopus© Citations 71
  • Publication
    Anatomy of Successful Business Models for Complex Services: Insights from the Telemedicine Field
    Telemedicine services may improve the quality of life of individuals while also reducing the costs of service provisioning. They represent an important but as yet understudied type of complex services that integrates many stakeholders acting in service value networks. These complex services typically comprise a combination of information technology (IT) services and highly person-oriented, non-IT services, and are characterized by long service delivery periods. In such an environment, it is particularly difficult to generate successful and sustainable business models, which are necessary for the widespread provision of telemedicine services. Following a design research approach, we develop and evaluate the CompBizMod framework, a morphological box allowing for: (1) the analysis, description, and classification of telemedicine business models, (2) the identification of white spots for future business opportunities, (3) and the identification of patterns for successful business models. We contribute to the literature by presenting a specific business model framework and identifying three business model patterns in the telemedicine industry. We exhibit how business models for complex services can be decomposed into their constituent elements and present an easy and replicable approach for identifying business model patterns in a given industry.
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    Scopus© Citations 88
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  • Publication
    Massive Open Online Courses
    From an information systems research perspective, MOOCs represent an innovative, web-based business model for financing, designing, and provisioning educational services. Due to the increasing digitization and respective structuring of these services, the laws of the Internet economy Shapiro and Varian 1999; marginal costs of additional participants tend towards zero, occurrence of network and long-tail effects) open up higher education and vocational training to the masses. Thus, MOOCs offer great potential (e.g., increased effectiveness and eefficiencyin education) and challenges (e.g., new competitors) for academic institutions and other providers of educational services. The current academic discussion on MOOCs focuses on the different types of MOOCs the involved didactic concepts, as well as the technology and mechanisms that facilitate the scaling of educational services.
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    Scopus© Citations 63
  • Publication
    Gamification: Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
    (Springer Gabler, 2013-08) ;
    NikeFuel is the fuel of the Nike+ community. A fuel that has made two million users burn more than 68 bn. calories and that proliferates with each kilometer. The athletic performance of Nike+ users is measured via sensors in Nike sports shoes and an Apple iPod or iPhone, documented on the Nike+platform and converted into NikeFuel. In doing so, users may visualize their progress, compare their performance with others, and obtain different status levels that reflect their athletic potential. This approach derives from the domain of game design and is called gamification enriching products, services, and information systems with game-design elements in order to positively influence motivation, productivity, and behavior of users. In the consumer sector, various successful examples for gamication are gaining recognition. Gamication is a persuasive technology that attempts to influence user behavior by activating individual motives via game-design elements. As a consequence, this approach does not deal with designing games that can generally be defined as solving rule-based artificial conflicts or simulations. Thus, gamication needs to be contrasted to related concepts such as serious games and games with a purpose.
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    Scopus© Citations 285
  • Publication
    Promoting the Quality of User Generated Ideas in Online Innovation Communities: A Knowledge Collaboration Perspective
    (Association for Information Systems, 2016-12-11)
    Ye, Jonathan
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    Breschneider, Ulrich
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    Goswami, Suparna
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    Krcmar, Helmut
    Enabled by Internet-based technologies, users are increasingly participating and collaborating in idea generation in online innovation communities. However, with the limited understanding of the phenomenon, few studies have investigated what determines the quality of ideas. This study aims at addressing the knowledge gap. We find that idea experimentation effort, i.e., the effort associated with creating the idea, and idea review, i.e., comments by other users, influence idea quality. Further, idea recombination, i.e. peer users participating in wiki-based edits, have a positive influence on idea Quality, in case idea experimentation effort was low, and a negative influence in case of high idea experimentation effort. These results contribute to idea generation, knowledge collaboration, and user generated content literature by investigating the mechanisms through which collaboration influences the quality of the collaborative outcome (i.e., idea quality) in online contexts for the first time. Advice for organizations running online innovation communities is provided.
  • Publication
    Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities
    (Springer International Publishing, 2017)
    Scheiner, Christian
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    Bretschneider, Ulrich
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    Stieglitz, Stefan
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    Lattemann, Christoph
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    Robra-Bissantz, Susanne
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    Zarnekow, Rüdiger
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    Brockmann, Tobias
    Virtual idea communities (VIC) are a relatively new phenomenon in business. These communities, in which distributed groups of individual customers focus on voluntarily sharing and elaborating innovation ideas, are used by firms to integrate customers into the ideation for new product development rooted in Chesbrough’s (2003) open innovation paradigm. Developers and decision makers realized especially within the last decade that games or game-like appeals could serve as appropriate gamifications to attract people to participate in VICs. Therefore, gamification gained momentum and has been widely implemented into VICs. The use of gamification does, however, not lead to this intended positive outcome per se. Because of that, obstacles and challenges in the use of gamification have to be considered, which has often been neglected in practice. Therefore, the goal of this chapter is to address this topic and to describe major obstacles and challenges in the use of gamification in VICs.
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