@article{EggertKling2023, author = {Eggert, Mathias and Kling, Rene}, title = {How to distribute charging requests of electronic vehicles? A reservation-based approach}, series = {International Journal of Intelligent Transportation Systems Research}, volume = {21}, journal = {International Journal of Intelligent Transportation Systems Research}, number = {2023}, publisher = {Springer}, address = {Berlin, Heidelberg, New York}, issn = {1868-8659}, doi = {10.1007/s13177-023-00367-z}, pages = {437 -- 460}, year = {2023}, abstract = {The number of electronic vehicles increase steadily while the space for extending the charging infrastructure is limited. In particular in urban areas, where parking spaces in attractive areas are famous, opportunities to setup new charging stations is very limited. This leads to an overload of some very attractive charging stations and an underutilization of less attractive ones. Against this background, the paper at hand presents the design of an e-vehicle reservation system that aims at distributing the utilization of the charging infrastructure, particularly in urban areas. By applying a design science approach, the requirements for a reservation-based utilization approach are elicited and a model for a suitable distribution approach and its instantiation are developed. The artefact is evaluated by simulating the distribution effects based on data of real charging station utilizations.}, language = {en} } @incollection{EggertZaehlWolfetal.2023, author = {Eggert, Mathias and Z{\"a}hl, Philipp M. and Wolf, Martin R. and Haase, Martin}, title = {Applying leaderboards for quality improvement in software development projects}, series = {Software Engineering for Games in Serious Contexts}, booktitle = {Software Engineering for Games in Serious Contexts}, editor = {Cooper, Kendra M.L. and Bucchiarone, Antonio}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-33337-8 (Print)}, doi = {10.1007/978-3-031-33338-5_11}, pages = {243 -- 263}, year = {2023}, abstract = {Software development projects often fail because of insufficient code quality. It is now well documented that the task of testing software, for example, is perceived as uninteresting and rather boring, leading to poor software quality and major challenges to software development companies. One promising approach to increase the motivation for considering software quality is the use of gamification. Initial research works already investigated the effects of gamification on software developers and come to promising. Nevertheless, a lack of results from field experiments exists, which motivates the chapter at hand. By conducting a gamification experiment with five student software projects and by interviewing the project members, the chapter provides insights into the changing programming behavior of information systems students when confronted with a leaderboard. The results reveal a motivational effect as well as a reduction of code smells.}, language = {en} } @inproceedings{EggertWeber2023, author = {Eggert, Mathias and Weber, Jannik}, title = {What drives the purchase decision in Instagram stores?}, series = {ECIS 2023 Research Papers}, booktitle = {ECIS 2023 Research Papers}, pages = {1 -- 17}, year = {2023}, abstract = {The popularity of social media and particularly Instagram grows steadily. People use the different platforms to share pictures as well as videos and to communicate with friends. The potential of social media platforms is also being used for marketing purposes and for selling products. While for Facebook and other online social media platforms the purchase decision factors are investigated several times, Instagram stores remain mainly unattended so far. The present research work closes this gap and sheds light into decisive factors for purchasing products offered in Instagram stores. A theoretical research model, which contains selected constructs that are assumed to have a significant influence on Instagram userĀ“s purchase intention, is developed. The hypotheses are evaluated by applying structural equation modelling on survey data containing 127 relevant participants. The results of the study reveal that 'trust', 'personal recommendation', and 'usability' significantly influences user's buying intention in Instagram stores.}, language = {en} }