Socio-technical Issues in Organizational Information Technologies

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Now showing 1 - 5 of 10
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    The Past Decade View of the IS Workforce and Gender Literature: A Systematic Review
    ( 2022-01-04) Noteboom, Cherie ; Chad, Fenner ; Crandall, Kalee ; Crandall, Kodey
    Due to the demand of Information Systems (IS) professionals, gender in the IS workforce (ISWF) has been a continuing research topic. Despite these efforts, there remains a need for a greater understanding of gender theory and an individual’s decision to pursue, succeed, and obtain promotion within the IS workforce. This research uses a systematic literature review process to critically examine the research from the last decade on gender and the ISWF. A conceptual model, ISWF Multi-Factor Model, is introduced combining IS and vocational guidance theories to categorize the focus of research identified in the systematic literature review into four areas: Individual, Workforce, Individual Influences, and Environmental Influences. The findings of this study outline the current state of gender and ISWF research and is relevant to research and practice.
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    Organizational Identity in the Digital Era
    ( 2022-01-04) Hund, Axel ; Wagner, Heinz-Theo ; Beimborn, Daniel ; Weitzel, Tim
    The perception of an organization is largely based on its identity, which determines how it is expected to act. Yet, digital technology often creates situations where organizations experience conflicting demands from different stakeholders. Over time, organizations are therefore forced to take actions that may not be consistent with their identity and mission, and must find ways to pursue multiple - sometimes conflicting - goals simultaneously. Our study examines how organizations frame their identity and discusses how different framings may help addressing different needs while remaining consistent with the initial identity. Our findings allow us to contribute to extant literature by: (1) Identifying differences in the framing of organizational identities with regard to focus on Purpose, Strategic Boundaries, Value Propositions, and Value Statements. (2) Discussing the implications of our findings for the current literature dealing with the "identity-challenging" nature of digital technology. (3) Outlining promising research questions for future research.
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    Off to new pastures: Exploring Tensions Between Followers and Leaders in the Automotive Industry Challenging the Adoption of Digital Leadership
    ( 2022-01-04) Eberl, Julia ; Drews, Paul
    The automotive industry is driving digitalization at high speed to optimize operations, gain new business opportunities, and close the gap with new, leading competitors from the IT industry. Although the automotive industry aims for digital leadership (DL) to transfer from antecedent physical products to new pastures of digital services, the adoption is challenged by tensions in the follower–leader relationship (FLR). To identify these tensions for the first time in research, we analyzed DL in the automotive industry from a follower and leader perspective. Based on 25 interviews, the results extend existing research on the adoption of DL in the automotive industry by (a) identifying four configurations of digital leadership adoption stages causing tensions in the FLR which impede the adoption of DL and (b) four strategies for managing the tensions.
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    Making Gameful Work Work: The Gamification of Strategic Human Resource Management
    ( 2022-01-04) Scholz, Tobias ; Uebach, Carolin
    The recent pandemic enforced a massive digitalization in the working world and enabled the widespread utilization of gamification in organizations. Still, gamification in Human resource management (HRM) is rarely integrated into the human resources (HR) strategy and is often done on an operational level. We intend to portray the conceptual evolution of gamification in HRM. Through integrating the basic rationale of gamification design, we systematically utilize three resulting evolutionary gamification levels – structure, process, and dynamic capability – to explain how gamification in HR matures from a beginner level to a master level to contribute to the leverage of strategic potentials in HRM. At a meta-level, we will discuss the consequences of gamified HRM in terms of professionalization, hybridization, and captivation, finally concluding with a radical gamification vision for HRM.
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    Is it more than allocating funds? Exploring the effect of enterprise crowdfunding on employee engagement
    ( 2022-01-04) Benz, Carina
    Enterprise crowdfunding (ECF) has evolved as a novel form to foster innovation and collaboration inside organizations. Research has so far focused on functional aspects related to the introduction of the crowdfunding mechanisms in enterprises (e.g., proposal characteristics or decision-making styles) leaving socio-economic effects on the organization and workforce unexplored. This work investigates the relationship between enterprise crowdfunding and the engagement of participating employees. By conducting an online survey with 321 employees of a multi-national manufacturing and electronics corporation, we find increased levels of employee engagement contingent upon participation in enterprise crowdfunding. These findings contribute to the understanding of effects related to the introduction of crowd-innovation platforms and enterprise social systems. From a practical perspective, they may foster the spread of enterprise crowdfunding as a tool being recognized to promote both, crowd-based innovation and employee engagement.