Bjoern Niehaves
Biographic Data
| ID | 6312521 |
|---|---|
| NAME | Bjoern Niehaves |
| GIVEN NAMES | Bjoern |
| FAMILY NAME | Niehaves |
| SIGNATURE | NIEHAVES B |
| VERIFIED | No |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 58 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 5 |
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…
Business process management capabilities in local governments
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…
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
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
Business process management capabilities in local governments
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
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…
Computer Science (10 works) · Business (6 works) · Artificial Intelligence (5 works) · E-Government and Public Services (5 works) · Economics (5 works) · Engineering (5 works) · Political science (5 works) · Psychology (5 works) · Marketing (4 works) · Public relations (4 works)