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9781799851714, 9781799851738

Author(s):  
Ceren Oral ◽  
Göktuğ Cenk Akkaya

Today, innovation performance is an important determinant of competition power and national progress. In the beginning of major innovation, new firms are created to benefit from new digital technologies, and investment and employment in the related industries is increasing. Venture capital (VC) plays an important role in financing venture businesses in the high digital technology sector. The VC market is now accessible at any point in history for ventures. Partly due to the rise of digital entrepreneur incubators, risk capitalists have spread throughout the spectrum. The new digital technology creates an almost constant balloon known as “tech bubble” or “dot com bubble,” which caused economic turmoil in the American stock market in the late '90s. Venture capital companies will be informed about market activity, price bubble history, risk capital, and price bubbles that can have a major impact on their business.


Author(s):  
Md Mahbubur Rahim ◽  
Maryam Jabberzadeh ◽  
Nergiz Ilhan

E-procurement systems that have been in place for over a decade have begun incorporating digital tools like big data, cloud computing, internet of things, and data mining. Hence, there exists a rich literature on earlier e-procurement systems and advanced digitally-enabled e-procurement systems. Existing literature on these systems addresses many research issues (e.g., adoption) associated with e-procurement. However, one critical issue that has so far received no rigorous attention is about “unit of analysis,” a methodological concern of importance, for e-procurement research context. Hence, the aim of this chapter is twofold: 1) to discuss how the notion of “unit of analysis” has been conceptualised in the e-procurement literature and 2) to discuss how its use has been justified by e-procurement scholars to address the research issues under investigation. Finally, the chapter provides several interesting findings and outlines future research directions.


Author(s):  
Sabrina Schork

Germany has become sedate and partially missed digital opportunities generating value. Since 1995, the term innovation leadership is getting increasing attention. Still, there exists no clear definition. The effective innovation leadership (EIL) model resulted from a Ph.D. thesis and is grounded in the iteration of six data sets. It has been used in industry since 2014. This chapter examines the application of the EIL model in one German middle-class enterprise in 2018/2019. Core challenges in the systemic context, which hinder the effectiveness of innovation leadership in the organizational context, are the support of people across functions and hierarchies as well as inflexible structures and digital access. Especially negative pressure coming from an overvaluation of the shareholder, egos fighting for power, extensive drama triangular, fixed mindsets, and freeloaders hinder the effectiveness of innovation leadership. A comparison of the EIL model with rival theory shows that innovation leadership is close to entrepreneurial approaches and an integral part of innovation management.


Author(s):  
Berrin Arzu Eren

This study aims to reveal the advantages and disadvantages offered by internet banking to financial institutions and their customers as well as the reasons why customers use/do not use internet banking. For this purpose, customers' perspectives on internet banking are presented to the reader in the past and present by statistics. This research points out that many customers of the bank around the world still do not use the internet. Hence, internet banking is not an option. Therefore, in this study, suggestions are made to enable the use of internet banking by the wider masses. In addition to internet banking, technological developments and digital innovations in the banking sector are mentioned in the chapter, and the evolution of internet banking is pointed out.


Author(s):  
Abdeleh Bassam Al Amoush ◽  
Kamaljeet Sandhu

Digital learning technologies have changed the face of the higher education sector and will continue to do so. The universities are using the digital LMS innovation (DLMS) tools that are unique to their environment. Different universities have different DLMS tools that are software driven and allow the users (management, instructors, and students) to use them for regular tasks. This study aims to investigate the acceptance and use of a DLMS at Jordanian universities. It also aims to examine the relationships among users (students and instructors), IT infrastructure, Jordanian culture, perceived usefulness (PU), perceived ease of use (PEOU), and acceptance of a DLMS. The study focuses on conviction of the users to use the digital system in a way to simplify their regular tasks. Findings are reported from data that were collected from 326 DLMS users.


Author(s):  
Ayman Hassan Bazhair ◽  
Kamaljeet Sandhu

The main purpose of this study is to investigate the digital impacts of user training and education and perceived usefulness on the ERP systems acceptance and the contribution of the ERP systems towards the improved financial performance of Saudi firms. The survey is conducted on the ERP users, who are working in Saudi-based companies. The ERP users are selected for the survey by having been using the ERP modules for various digital tasks including finance and accounting, material management, human resource management, quality management, and sales and distribution. The research findings show that digital training and perceived usefulness both have a positive relation with the acceptance of the ERP systems.


Author(s):  
Angelo Saavedra ◽  
Bernice Kotey ◽  
Kamaljeet Sandhu

Business incubators (BIs) are property-based initiatives that provide nascent entrepreneurs access to a mix of business support services and networking opportunities. These services are expected to foster the idea generation process from inception to commercialisation, with the hope they will later develop into self-sustaining, thriving ventures. Digital technologies have enabled BIs to extend their support services to include new digital services, and to expand their geographical coverage, giving rise to the virtual business incubator (VBI). This chapter provides a detailed review of the BI from its origin until the emergence of the VBI, highlighting their main characteristics, differences, and benefits. Furthermore, the author argues the view of the VBI as an extension of the BI is insufficient to fully understand its operations, value-added incubation services, and contribution to venture success. Therefore, a novel conceptual framework to define the VBI is proposed.


Author(s):  
Hadeel Alharbi ◽  
Kamaljeet Sandhu

The aim of this chapter is to present the multivariate analyses results of the factors that influence students' acceptance and the continuance usage intention of digital learning analytics recommender systems at higher education institutions in Saudi Arabia. Data was collected from 353 Saudi Arabian university students via an online digital survey questionnaire. The research model was then used to examine the hypothesized relationships between user experiences of the digital learning analytics recommender system and their intentions for long-term adoption of the system. The research model was primarily based on the technology acceptance model (TAM) developed by Davis (1989)—the variables ‘perceived usefulness', ‘perceived ease of use', and ‘acceptance', particularly—with ‘continuance usage intention' added as an endogenous construct and with ‘service quality' and ‘user experience' added as external variables.


Author(s):  
Farid Huseynov

The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating and directing individuals' certain behaviors to achieve specific goals and outcomes. The contexts in which gamification is being researched and implemented include education, health, marketing, human resources, social networks, digital platforms, etc. Many studies conducted in various domains tried to understand and explain how gamification can influence or foster individuals' motivation to conduct goal-directed behavior digitally. In most of these conducted studies, significant impact of gamification on human behavior has been observed and proved. By presenting academic findings from literature and discussing real-world implementation examples from the relevant domain, this study assesses the role of digital gamification in e-commerce domain. This chapter shows how various digital game design elements can influence consumer behavior in different e-commerce platforms.


Author(s):  
Hamed Taherdoost ◽  
Mitra Madanchian

Today's advanced development in information technology and communication (ICT) has led to customer digital satisfaction being highly recognized as an important aspect of online business activities and considered a key determinant for successful electronic service (e-service). This introduces a new requirement to measure customer digital satisfaction as a factor for continuous business improvement. In this chapter, first, all customer digital satisfaction dimensions are extracted from the literature. Then, the exploratory factor analysis is used to cluster the factors effectively. Then further analysis including content validity, discriminate, and constructive testing is used to test the proposed survey instrument. After that, in order to verify the proposed instrument and model, structural equation modelling is applied using Amos. The contribution of this chapter relates to the fact that the proposed theoretical survey instrument integrates in a holistic way various relevant factors affecting customer digital satisfaction of e-service into a single template.


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