[OTWARTY DOSTĘP] Game Changers in Management
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Autor: Monika Hajdas M. (ed.)
Keywords: Sustainable Development Goals, artificial intelligence, Industry 5.0, organisational resilience, ERP, crowdfunding, development centres, student experience
Preface 6
References 8
Chapter 1. Does Our Future Rest in Corporate Hands? Study of Krakow Top Ten Corporate
Employers’ Commitment to UN Sustainable Development Goals (Piotr Buła, Anna Thompson, Agnieszka Żak) 9
1.1. Introduction 10
1.2. Literature Review 11
1.3. Research Methodology 16
1.4. Results and Discussion 18
1.5. Conclusions 22
References 24
Streszczenie. 29
Chapter 2. Artificial Intelligence Adoption in Human Resources Management
(Joanna Tabor-Błażewicz) 30
2.1. Introduction 30
2.2. Literature Review 31
2.3. Methods 33
2.4. Results of Empirical Research 35
2.5. Discussion 39
2.6. Conclusions 40
References 41
Streszczenie 43
Chapter 3. The Industry 5.0 Concept as a Game Changer for the Fourth Industry Revolution (Sebastian Saniuk, Sandra Grabowska) 44
3.1. Introduction 44
3.2. Review of the Subject Literature 45
3.3. Materials and Methods 48
3.4. Results and Discussion 49
3.5. Conclusions 51
References 52
Streszczenie 53
Chapter 4. The Idea of Organizational Resilience in the Face of Cybercrime (Dorota Walentek, Dorota Jelonek) 54
4.1. Introduction 54
4.2. The Idea of Organizational Resilience 55
4.3. Cybercrime as the Everyday Life of 21st Century Organizations 58
4.4. Research Methodology 62
4.5. Results of the Study 64
4.6. Conclusions 68
References 69
Streszczenie 71
Chapter 5. The Evaluation of IT Systems in the Enterprises (Marcin Szplit) 72
5.1. Introduction 72
5.2. Information Systems Success Model (ISSM) 73
5.3. Review of the Literature 74
5.4. Data Collection, Analysis, and Pilot Research Results 75
5.5. Conclusions 78
References 79
Streszczenie 79
Chapter 6. Crowdfunding in the Board Games Industry – Game Changer or a Temporary
Curiosity? (Michał Nowicki) 80
6.1. Introduction 80
6.2. Crowdfunding – the Perspective of Perception by the “World of Science” 81
6.3. Crowdfunding. The Perspective of Perception by the “World of Business Practitioners”
and “World of the Internet Community” 87
6.4. Crowdfunding on Kickstarter – Game Changer for the Board Games Industry 89
6.5. Conclusions, Further Research Directions and Limitations of the Study 94
References 95
Streszczenie 97
Chapter 7. Evolution of Development Centres in the Military Sector – from Beginnings
to Game Changers (Katarzyna Czainska, Dorota Balcerzyk, Robert Balcerzyk) 98
7.1. Introduction 99
7.2. Theoretical Foundations – Current State 99
7.3. Research Methodology 100
7.4. Research Results – Identification of Key Stages of AC/DC Development in the
Military Sector 101
7.5. Conclusions – Key Results, Findings, Limitations and Future Research 112
References 115
Streszczenie 116
Chapter 8. Using the Experience of Students in Improving the Quality of Services at
Universities (Anna Ludwiczak) 117
8.1. Introduction 117
8.2. The Concept and Essence of the Student’s Experience in the Context of Value
Creation 119
8.3. Methods and Tools for Studying Students’ Experiences in the Practice of
Universities 120
8.4. Conclusions 124
References 125
Streszczenie 127
List of Figures 128
List of Tables 129