Conference Proceeding
Refine
Year of publication
Document Type
- Conference Proceeding (25) (remove)
Keywords
- Case Study (1)
- Challenges (1)
- Digital start-up (1)
- Entrepreneurship (1)
- Environment (1)
- Grounded Theory (1)
- Guidelines (1)
- Instagram store (1)
- PLS (1)
- Process mining (1)
- SME (1)
- Success Factors (1)
- competence developing games (1)
- purchase factor (1)
- requirements (1)
- shopping behavior (1)
- software engineering (1)
- structural equation model (1)
- systematic literature review (1)
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 user´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.
Many of today’s factors make software development more and more complex, such as time pressure, new technologies, IT security risks, et cetera. Thus, a good preparation of current as well as future software developers in terms of a good software engineering education becomes progressively important. As current research shows, Competence Developing Games (CDGs) and Serious Games can offer a potential solution.
This paper identifies the necessary requirements for CDGs to be conducive in principle, but especially in software engineering (SE) education. For this purpose, the current state of research was summarized in the context of a literature review. Afterwards, some of the identified requirements as well as some additional requirements were evaluated by a survey in terms of subjective relevance.
Process mining gets more and more attention even outside large enterprises and can be a major benefit for small and medium sized enterprises (SMEs) to gain competitive advantages. Applying process mining is challenging, particularly for SMEs because they have less resources and process maturity. So far, IS researchers analyzed process mining challenges with a focus on larger companies. This paper investigates the application of process mining by means of a case study and sheds light into the particular challenges of an IT SME. The results reveal 13 SME process mining challenges and seven guidelines to address them. In this way, the paper contributes to the understanding of process mining application in SME and shows similarities and differences to larger companies.
Digital start-ups are perceived as an engine for innovation and job promotor. While success factors for non-IT start-ups have already been extensively researched, this study sheds light on digital entrepreneurs, whose business model relies primarily on services based on digital technologies. Applying the Grounded Theory method, we identify relevant environmental success factors for digital entrepreneurs. The study’s research contribution is threefold. First, we provide 16 relevant and less relevant environmental success factors, which enables a comparison with prior identified factors. We found out that several prior environmental success factors, such as accessibility to transportation or the availability of land and facilities are less relevant for a digital entrepreneur. Second, we derive and discuss hypotheses for the influence of these factors on digital start-up success. Third, we present a theoretical model that lays the foundation for explaining the environmental influence on digital
entrepreneurship success.
A Gamified Information System (GIS) implements game concepts and elements, such as affordances and game design principles to motivate people. Based on the idea to develop a GIS to increase the motivation of software developers to perform software quality tasks, the research work at hand aims at investigating relevant requirements from that target group. Therefore, 14 interviews with software development experts are conducted and analyzed. According to the results, software developers prefer the affordances points, narrative storytelling in a multiplayer and a round-based setting. Furthermore, six design principles for the development of a GIS are derived.
Bitcoin is a cryptocurrency and is considered a high-risk asset
class whose price changes are difficult to predict. Current research focusses
on daily price movements with a limited number of predictors. The paper at
hand aims at identifying measurable indicators for Bitcoin price movement s
and the development of a suitable forecasting model for hourly changes. The
paper provides three research contributions. First, a set of significant
indicators for predicting the Bitcoin price is identified. Second, the results of
a trained Long Short-term Memory (LSTM) neural network that predicts
price changes on an hourly basis is presented and compared with other
algorithms. Third, the results foster discussions of the applicability of neural
nets for stock price predictions. In total, 47 input features for a period of
over 10 months could be retrieved to train a neural net that predicts the
Bitcoin price movements with an error rate of 3.52 %.