Björn Niehaves
Biographic Data
| ID | 4154614 |
|---|---|
| NAME | Björn Niehaves |
| GIVEN NAMES | Björn |
| FAMILY NAME | Niehaves |
| SIGNATURE | NIEHAVES B |
| AFFILIATIONS | University of Siegen |
| ORCID | 0000-0002-2682-6009 |
| VERIFIED | Yes |
| TOTAL WORKS | 21 |
| TOTAL CITATIONS | 72 |
| WORKS AS AUTHOR | 21 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2009 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 5 |
The dual fabric of smart cities - Theorizing the integration of informal and formal urban elements
Bridging digital divides
Urban digital transformation has the potential to improve quality of life by connecting data generated by sensors, mobile phones and networked everyday objects to enhance services, participation and sustainability. However, when such technologies are implemented in a purely technocratic manner, they often deepen existing social and digital divides, this meaning that only well-connected groups benefit from smart-city innovations. The objective of …
Unleashing the power of knowledge—the role of gamification in enhancing knowledge contribution
Purpose Knowledge contribution in community-driven knowledge-sharing platforms is crucial for fostering innovation and collaboration. However, designing an effective framework to ensure both contribution quality and quantity remains a challenge. To address this, our study explores the impact of a holistic portfolio of gamification features and user motivation on knowledge contribution, focusing on the widely used knowledge-sharing platform Stack …
Mobile phone-based approach bias retraining for smokers seeking abstinence
Approach bias modification (ApBM) has shown promise in addiction treatment, but effects are small and ecological validity suffers from completing trainings in the laboratory. Providing app-based trainings via mobile phones could increase training efficacy. One-hundred-and-thirty-one smokers seeking abstinence attended a smoking cessation intervention and were thereafter randomized to one of three conditions: (a) app-based ApBM-training; (b) app-b…
One tool to rule? – A field experimental longitudinal study on the costs and benefits of mobile device usage in public agencies
With the rising number of mobile technologies used in work- and private-life domains, opportunities, and challenges of mobile device usage in daily lives arise. Against this background, we strive to investigate how corporately provided mobile devices, i.e., tablets, affect work-life conflict and innovation behavior of public sector employees over time. We analyze employees in German public agencies due to their high intrinsic motivation goals alo…
Examining how AI capabilities can foster organizational performance in public organizations
Developing the capacity to digitally transform through AI is becoming increasingly important for public organizations, as a constantly growing number of their activities is now becoming AI-driven. This prompts an understanding of how public organizations should organize in order to derive value from AI, as well as in which forms can value be realized. Against this background, this paper examines how AI capabilities can lead to organizational perf…
Design elements in immersive virtual reality
Purpose Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to pr…
Smart cities as hubs
Individualized gamification elements
Gamification is often equipped with the promise to increase motivation and performance. However, research explaining which gamification design elements are effective and the mechanisms through which these effects can be explained is still at an early stage. By drawing on the three psychological needs – competence, autonomy, and social relatedness – proposed by self-determination theory, we develop a model to explain the effects of feedback and av…
Does the type of mind wandering matter? Extending the inquiry about the role of mind wandering in the IT use experience
Purpose This study sought to distinguish characteristics of cognitive processes while using information technology. In particular, it identifies similarities and differences between mind wandering and cognitive absorption in technology-related settings in an effort to develop a deeper understanding of the role that mind wandering plays when using information technology. Design/methodology/approach Data was gathered using an online survey includin…
Cognitive biases in the digital age – How resolving the status quo bias enables public-sector employees to overcome restraint
Enabling AI capabilities in government agencies
Artificial Intelligence (AI) is gradually becoming an integral part of the digital strategy of organizations. Yet, the use of AI in public organizations in still lagging significantly compared to private organizations. Prior literature looking into aspects that facilitate adoption and use of AI has concentrated on challenges concerning technical aspects of AI technologies, providing little insight regarding the organizational deployment of AI, pa…
Towards a unified theory of toxic behavior in video games
Purpose Toxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhi…
A test for multigroup comparison using partial least squares path modeling
Purpose People seem to function according to different models, which implies that in business and social sciences, heterogeneity is a rule rather than an exception. Researchers can investigate such heterogeneity through multigroup analysis (MGA). In the context of partial least squares path modeling (PLS-PM), MGA is currently applied to perform multiple comparisons of parameters across groups. However, this approach has significant drawbacks: fir…
Citizen involvement in public sector innovation
Citizen involvement in public sector innovation is ubiquitously called for. However, public administrations are still hesitant to adopt such practices. We identify key issues in citizen involvement from the government perspective on the basis of related work and a survey among German local authorit ies (n= 358). First, we find that public administrations perceive a mismatch between citizens' expertise and the complexity of problems. Second, publi…
Internet adoption by the elderly
Information technology (IT) allows members of the growing elderly population to remain independent longer. However, while technology becomes more and more pervasive, an age-related underutilisation of IT remains observable. For instance, elderly people (65 years of age and older) are significantly less likely to use the Internet than the average population (see, for instance, European Commission, 2011). This age-related digital divide prevents ma…
Business process management capabilities in local governments
Iceberg ahead
Verwaltungsreform in Deutschland und Japan
Verwaltungsmodernisierung ist ein Dauerthema in Kommunen. Die Anspruchsgruppen, die Reformen einfordern, sind jedoch ebenso vielfältig wie ihre Beweggründe, Zielsetzungen und konkreten Reformideen. Die ländervergleichende Analyse gibt Aufschluss darüber, wie sich Netzwerke kommunaler Verwaltungsreformen in Deutschland und Japan unterscheiden. Die nachgewiesene Länderdifferenz wirft Fragen auf, welche Möglichkeiten sich Verwaltungen bieten, Reform…
Verwaltungsreform in Deutschland und Japan
Verwaltungsreform in Deutschland und Japan
Enabling AI capabilities in government agencies
Artificial Intelligence (AI) is gradually becoming an integral part of the digital strategy of organizations. Yet, the use of AI in public organizations in still lagging significantly compared to private organizations. Prior literature looking into aspects that facilitate adoption and use of AI has concentrated on challenges concerning technical aspects of AI technologies, providing little insight regarding the organizational deployment of AI, pa…
Towards a unified theory of toxic behavior in video games
Purpose Toxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhi…
Citizen involvement in public sector innovation
Citizen involvement in public sector innovation is ubiquitously called for. However, public administrations are still hesitant to adopt such practices. We identify key issues in citizen involvement from the government perspective on the basis of related work and a survey among German local authorit ies (n= 358). First, we find that public administrations perceive a mismatch between citizens' expertise and the complexity of problems. Second, publi…
Examining how AI capabilities can foster organizational performance in public organizations
Developing the capacity to digitally transform through AI is becoming increasingly important for public organizations, as a constantly growing number of their activities is now becoming AI-driven. This prompts an understanding of how public organizations should organize in order to derive value from AI, as well as in which forms can value be realized. Against this background, this paper examines how AI capabilities can lead to organizational perf…
A test for multigroup comparison using partial least squares path modeling
Purpose People seem to function according to different models, which implies that in business and social sciences, heterogeneity is a rule rather than an exception. Researchers can investigate such heterogeneity through multigroup analysis (MGA). In the context of partial least squares path modeling (PLS-PM), MGA is currently applied to perform multiple comparisons of parameters across groups. However, this approach has significant drawbacks: fir…
Business process management capabilities in local governments
Iceberg ahead
One tool to rule? – A field experimental longitudinal study on the costs and benefits of mobile device usage in public agencies
With the rising number of mobile technologies used in work- and private-life domains, opportunities, and challenges of mobile device usage in daily lives arise. Against this background, we strive to investigate how corporately provided mobile devices, i.e., tablets, affect work-life conflict and innovation behavior of public sector employees over time. We analyze employees in German public agencies due to their high intrinsic motivation goals alo…
Design elements in immersive virtual reality
Purpose Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to pr…
Smart cities as hubs
Cognitive biases in the digital age – How resolving the status quo bias enables public-sector employees to overcome restraint
Verwaltungsreform in Deutschland und Japan
Verwaltungsmodernisierung ist ein Dauerthema in Kommunen. Die Anspruchsgruppen, die Reformen einfordern, sind jedoch ebenso vielfältig wie ihre Beweggründe, Zielsetzungen und konkreten Reformideen. Die ländervergleichende Analyse gibt Aufschluss darüber, wie sich Netzwerke kommunaler Verwaltungsreformen in Deutschland und Japan unterscheiden. Die nachgewiesene Länderdifferenz wirft Fragen auf, welche Möglichkeiten sich Verwaltungen bieten, Reform…
Verwaltungsreform in Deutschland und Japan
Verwaltungsreform in Deutschland und Japan
Iceberg ahead
Business process management capabilities in local governments
Internet adoption by the elderly
Information technology (IT) allows members of the growing elderly population to remain independent longer. However, while technology becomes more and more pervasive, an age-related underutilisation of IT remains observable. For instance, elderly people (65 years of age and older) are significantly less likely to use the Internet than the average population (see, for instance, European Commission, 2011). This age-related digital divide prevents ma…
Citizen involvement in public sector innovation
Citizen involvement in public sector innovation is ubiquitously called for. However, public administrations are still hesitant to adopt such practices. We identify key issues in citizen involvement from the government perspective on the basis of related work and a survey among German local authorit ies (n= 358). First, we find that public administrations perceive a mismatch between citizens' expertise and the complexity of problems. Second, publi…
A test for multigroup comparison using partial least squares path modeling
Purpose People seem to function according to different models, which implies that in business and social sciences, heterogeneity is a rule rather than an exception. Researchers can investigate such heterogeneity through multigroup analysis (MGA). In the context of partial least squares path modeling (PLS-PM), MGA is currently applied to perform multiple comparisons of parameters across groups. However, this approach has significant drawbacks: fir…
Towards a unified theory of toxic behavior in video games
Purpose Toxic behavior in multiplayer video games diminishes the potential revenue of gaming companies by spreading a bad mood, negatively affecting game play, and subsequently leading to the churn of players. However, research investigating why toxic behavior occurs is still scarce. To address this issue, this study disjunctively tests three different theoretical approaches (social cognitive theory, theory of planned behavior, and online disinhi…
Individualized gamification elements
Gamification is often equipped with the promise to increase motivation and performance. However, research explaining which gamification design elements are effective and the mechanisms through which these effects can be explained is still at an early stage. By drawing on the three psychological needs – competence, autonomy, and social relatedness – proposed by self-determination theory, we develop a model to explain the effects of feedback and av…
Does the type of mind wandering matter? Extending the inquiry about the role of mind wandering in the IT use experience
Purpose This study sought to distinguish characteristics of cognitive processes while using information technology. In particular, it identifies similarities and differences between mind wandering and cognitive absorption in technology-related settings in an effort to develop a deeper understanding of the role that mind wandering plays when using information technology. Design/methodology/approach Data was gathered using an online survey includin…
Cognitive biases in the digital age – How resolving the status quo bias enables public-sector employees to overcome restraint
Enabling AI capabilities in government agencies
Artificial Intelligence (AI) is gradually becoming an integral part of the digital strategy of organizations. Yet, the use of AI in public organizations in still lagging significantly compared to private organizations. Prior literature looking into aspects that facilitate adoption and use of AI has concentrated on challenges concerning technical aspects of AI technologies, providing little insight regarding the organizational deployment of AI, pa…
Design elements in immersive virtual reality
Purpose Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to pr…
Smart cities as hubs
Mobile phone-based approach bias retraining for smokers seeking abstinence
Approach bias modification (ApBM) has shown promise in addiction treatment, but effects are small and ecological validity suffers from completing trainings in the laboratory. Providing app-based trainings via mobile phones could increase training efficacy. One-hundred-and-thirty-one smokers seeking abstinence attended a smoking cessation intervention and were thereafter randomized to one of three conditions: (a) app-based ApBM-training; (b) app-b…
One tool to rule? – A field experimental longitudinal study on the costs and benefits of mobile device usage in public agencies
With the rising number of mobile technologies used in work- and private-life domains, opportunities, and challenges of mobile device usage in daily lives arise. Against this background, we strive to investigate how corporately provided mobile devices, i.e., tablets, affect work-life conflict and innovation behavior of public sector employees over time. We analyze employees in German public agencies due to their high intrinsic motivation goals alo…
Examining how AI capabilities can foster organizational performance in public organizations
Developing the capacity to digitally transform through AI is becoming increasingly important for public organizations, as a constantly growing number of their activities is now becoming AI-driven. This prompts an understanding of how public organizations should organize in order to derive value from AI, as well as in which forms can value be realized. Against this background, this paper examines how AI capabilities can lead to organizational perf…
Unleashing the power of knowledge—the role of gamification in enhancing knowledge contribution
Purpose Knowledge contribution in community-driven knowledge-sharing platforms is crucial for fostering innovation and collaboration. However, designing an effective framework to ensure both contribution quality and quantity remains a challenge. To address this, our study explores the impact of a holistic portfolio of gamification features and user motivation on knowledge contribution, focusing on the widely used knowledge-sharing platform Stack …
The dual fabric of smart cities - Theorizing the integration of informal and formal urban elements
Bridging digital divides
Urban digital transformation has the potential to improve quality of life by connecting data generated by sensors, mobile phones and networked everyday objects to enhance services, participation and sustainability. However, when such technologies are implemented in a purely technocratic manner, they often deepen existing social and digital divides, this meaning that only well-connected groups benefit from smart-city innovations. The objective of …
Computer Science (11 works) · Political science (9 works) · Business (8 works) · E-Government and Public Services (8 works) · Economics (7 works) · Psychology (6 works) · Public relations (6 works) · Artificial Intelligence (5 works) · Engineering (5 works) · Innovative Approaches in Technology and Social Development (5 works)