Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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1145 research outputs found
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Dashboard-supported approach for feasibility and benefit analysis of Product-Service System-driven business models
Once a company decides to become a Product-Service System (PSS) provider, this inevitably means that the company's business model needs to be transformed. The development of a PSS is thus closely linked to the development of the business model. To mitigate the resulting risks, this paper presents a multi-criteria feasibility analysis for PSS-driven business models based on initial PSS concepts and business model drafts
“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging Task
Allowing users to customize gamification has been shown to be promising, but how much freedom and which types of options users should receive is still unclear. In this paper, focusing on low-effort customization, we considered giving users the choice between an absolute (seeing all opponents) and a relative (seeing opponents that are just below and above their own rank) leaderboard in the context of image tagging. Results of two studies showed that, although the task performance is not affected significantly, offering this choice is appreciated, and users’ preferences for the type of leaderboard are moderated by the number of opponents on it
Streamer's Hell-Investigating Audience Influence in Live-Streams Beyond the Game
In the context of game live-streams, we focus on whether audience influence options can be extended beyond the game, e.g., to the streamers' environment (e.g., controlling their room lighting), the streamers themselves (e.g., activating vibration feedback on their forearms) and the streamers' hardware and peripheral devices (e.g., switching key bindings). An online study (n=81) showed that viewers have mixed feelings and that the context matters, as only a few game genres are assessed as suitable for such an experience. In a lab-study six streamers experienced the idea while playing a horror game. They saw appeal in extending the influence space, but also again highlighted that context matters and customization options are necessary. The studies hint that although this interactivity is from a technical perspective independent of the content streamed, in practice it is not, as the perception is moderated by e.g., the game and why the streamer is playing it
Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX—supplementing points (as a gamification element)—on task performance and user experience in a gamified image classification task. We created 18 SFX, studied their impact on perceived valence and arousal (N = 49) and selected four suitable SFX to be used in a between-participants user study (N = 317). Our findings show that neither task performance, affect, immersion, nor enjoyment were significantly affected by the sounds. Only the pressure/tension factor differed significantly, indicating that low valence sounds should be avoided to accompany point rewards. Overall, our results suggest that SFX seem to have less impact than expected in gamified systems. Hence, using SFX in gamification should be a more informed choice and should receive more attention in gamification research
Foreign exchange interventions under a minimum exchange rate regime and the Swiss franc
In this paper, a structural model is proposed that allows
monetary authorities to determine the size of foreign
exchange market interventions that are expected to be
necessary to implement a minimum exchange rate regime. An empirical application of the proposed model
to the minimum exchange rate regime that the Swiss
National Bank (SNB) implemented vis-à-vis the euro
from September 2011 to January 2015 reveals that it is
well suited to explain the actual size of these interventions and that, in January 2015, the SNB’s euro purchases might have been large without the abandonment of the minimum exchange rate regime, which is consistent with the official statements of the SNB in the aftermath of that episode