[OTWARTY DOSTĘP] Game Changers in Management

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Autor: Monika Hajdas M. (ed.)

Rok wydania: 2023
 
ISBN: 978-83-67899-10-9
 
Liczba stron: 131
 
Format: A4
 
Otwarty dostęp: BDC

A “game changer” is a metaphor commonly used to describe a broad range of events and phenomena in different fields and domains, from natural disasters, through economic crises, emerging narratives, technological or social innovations to conflicts and political or military interventions. Although precise definitions of a “game changer” vary and its conceptual boundaries remain blurred scholars agree that its main quality is the ability to change the status quo. Management scholars have long been interested in increasing the relevance and impact of their studies by addressing a diverse range of global issues. This aspiration to offer significant and meaningful theoretical, practical and societal contributions has led to the advent of strand of management research related to “grand challenges”. Solving any of these challenges could be a game changer, not only from management studies perspective but also from a wider social standpoint.

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

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