1,722,135 research outputs found

    ToDiGre - Towards Digital and Green Era in SMEs

    No full text
    According to the LinkedIn report for 2021 https://www.searchenginejournal.com/linkedin-top-15-in-demand-jobs-in-2021/392479/#close, among the 15 most desirable employees are: 1) Frontline Ecommerce Worker 2) Business Development and Sales Professionals 3) Digital Marketing Professionals 4) User Experience (UX) Professionals 5) Data Science Specialists 6) Artificial Intelligence Practitioners A common feature of all these professions is the digital nature of their activities. The project is aimed at these professions. In addition, it responds to the following processes that shape modern business and to which SMEs need to adapt: 1) The shift of trade to the web - the rapid growth of e-commerce - the coronovirus epidemic accelerated the global trend that was taking place anyway as part of the technological revolution known as Industry 4.0 - companies that have not yet moved their activities online are losing their competitiveness faster and faster and they will soon be unable to cope with the competition. 2) Automating customer service by introducing chatbots. With resource constraints, the smart way to get things done is through automation. 3) Generation Z has become the greatest market force, understanding the market completely differently and displaying consumer behaviour in a completely different way than previous generations. This creates a demand for new marketing strategies, new tools and new skills, as well as for new content that must be more visual and saturated with deeper content than before - refer not only to the substantive content of the message, but also for an attractive and visual message. 4) Moving business processes to the cloud - companies implementing the cloud have many benefits from improving processes, and at the same time cloud solutions are advanced, inexpensive, and easy to use. 5) Green shift – considering aspects of protection of the environment in every aspect of business operation. General objective: Enhancing skills and competencies of SME’s employees to foster digital and green transformation of companies. Specific objectives: • Define a profile of expert in digital and green transformation with associated knowledge, skills, and competencies. • Transforming entrepreneurs' thinking to act in the era of digital and green transformation. • Promote the skills and operational tools necessary to manage green innovation and the implementation of new digital technologies. • Improving and fostering a deep understanding of green and digital transformation and its impact on business reality, as well as business and social relationships. • Building soft and hard skills to structure, organize and control innovation and digital transformation processes. • Improving efficiency and increasing business efficiency. • Improving the understanding and ability to manage change and challenges for digital economy companies. • Introducing new teaching methods such as edutainment, digital case studies, simulations, and games. • Encouraging students to think critically about the globalizing world, looking for lasting solutions and a holistic approach

    Fashion and Gamification

    No full text
    In recent times, due in part to the advent of the pandemic, the existing relationship between gamification and the world of fashion has intensified considerably, and the future of fashion seems to be moving increasingly away from the big catwalks and closer to digital environments that are more used by certain targets. More and more brands are investing in the metaverse and in gaming: LEGO has invested in Epic Games, a platform in which luxury brands such as Balenciaga are also present, while Nike and Gucci are present with their virtual environments in Roblox, a metaverse platform that reached 55 million active daily users in February 2022 (McKinsey, 2022). For luxury fashion brands, moreover, gamification represents a lever to be exploited in particular, to attract the attention of Millennials and Gen Z: according to Boston Consulting Group and Altagamma (2022), people between the ages of 18 and 34 will account for about 50 percent of the luxury market in 2025, compared to 32 percent today. Therefore, this is a target which Luxury Fashion brands would benefit from investing in, using original communication adapted to the specific needs of that segment. In addition, by offering in-game purchases, in some cases, an entry point is created for customers who cannot yet afford purchases of real garments, establishing a link that could lead to a physical purchase in the future, such as in the case of Fortnite, one of the most popular video games, which had already made most of its revenue in 2018 (2.4billionintotal)bysellingavatar"skins"(virtualobjectsthatchangetheappearanceofacharacter).Thisnewmarketingstrategyisasinnovativeasitisbizarre.Adoptedmoreandmorefrequentlybyhighfashionhouses,inadditiontoactivelyandpersonallyinvolvingthecustomer,thuskeepingattentionthresholdsathighlevels,itisalsoprovingtobeawinningstrategyfromaneconomicpointofview.Veryfewbrandsstillinvestinthissector,whichtranslatesintolowercostsforcommunicationcampaigns,andduetothestaggeringgrowththatthismarketisrecordingyearonyear(+262.4 billion in total) by selling avatar "skins" (virtual objects that change the appearance of a character). This new marketing strategy is as innovative as it is bizarre. Adopted more and more frequently by high-fashion houses, in addition to actively and personally involving the customer, thus keeping attention thresholds at high levels, it is also proving to be a winning strategy from an economic point of view. Very few brands still invest in this sector, which translates into lower costs for communication campaigns, and due to the staggering growth that this market is recording year on year (+26% between 2019 and 2020, reaching a value of almost 138 billion). Therefore, looking at the industry and the explosive pace at which it is growing, it is not at all surprising that fashion so insistently aspires to be incorporated into the world of games since, while other industries, including fashion, have been negatively affected by the pandemic, the gaming industry has prospered considerably. Gamification can also incentivize the use of new storytelling through games, quizzes, and collections, developing a creative and interactive narrative related to the brand and its story; it also generates engagement in an original way, providing an immersive experience through the development of innovative and customized customer journeys. Gamification dynamics are also adopted in the fashion market, for the launch and promotion of new products: taking their cue from videogamers, which are moved by competitive spirit and the curiosity to level up, fashion companies can reveal their collections through interactive paths that, especially thanks to augmented reality, reduce the physical distance with consumers

    Digital Fashion in the Metaverse and Innovation for Sustainability in Fashion

    No full text
    The metaverse is an online social environment where customers can participate experiences, socialize, build their own identity through avatars, possess virtual property. Many companies in the fashion industry have become interested in the metaverse for the construction of experiences, events or to propose digital fashion items. The present works intend to focus on the research and practice on fashion industry in the metaverse focusing on the sustainability challenges within this sector. The metaverse can emphasise the search for sustainability, particularly in research and development, innovation and communication, allowing companies to think about sustainable transition, circular business models, minimising environmental damage and satisfying the needs of selected target customers. For the users active in the metaverse, the interaction with the brand in its digital experiences or objects can in fact constitute a form of experimental and immersive market research, from which the company/brand can draw relevant implications as a market pre-test on a selected target and on the relevant stakeholders, making it possible to focus on the designs and projects that are believed to be of interest in real life, shortening the time and minimising the resources for the creation and dissemination of innovations or collections that are not in line with the needs and tastes of customers. In this way, companies are faced with the possibility of interacting in a much more active perspective than that allowed by social media platforms and Web 2.0, providing valuable managerial and scientific indications for anyone interested in fashion sustainability and R&D in the coming years

    Going Beyond Counting First Authors in Author Co-citation Analysis

    Full text link
    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Crafting Excellence: HModa Group strategic support for luxury fashion SMEs

    No full text
    This study explores a unique equity strategic alliance in Italy’s luxury fashion sector, enabling SMEs to maintain independence while accessing vital resources. Emphasizing workforce training and collaboration, the model enhances innovation, economic performance, and competitiveness by fostering shared values, strategic planning, and a strong, formalized production network

    Measuring B2B social selling: Key activities, antecedents and performance outcomes

    Full text link
    Sales research has widely noted the growing importance of social media in contemporary B2B selling. Yet, scholars have noted that measurement issues represent a challenge for advancing the study of social media use in selling, since research is lacking on high-rigour measures that provide insights into how salespersons are leveraging social media in their work. Accordingly, this study develops and validates activity-based measures for social selling based on two empirical studies. We find support for all three social selling dimensions of insight generation, connecting and engagement. The findings also extend the current knowledge about the outcomes of social selling by showing that salesperson thought leadership and acquisition performance mediate the sales performance relationship. On the antecedents’ side, we show novel evidence that management plays a central role in boosting social selling among the sales force through social media strategy, social media sales tools and firm content support. In turn, sales technology orientation and social influence represent the key individual-level drivers
    corecore