Johann Fueller
University of Innsbruck
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Featured researches published by Johann Fueller.
Management Information Systems Quarterly | 2011
Thomas Kohler; Johann Fueller; Kurt Matzler; Daniel Stieger
Emerging virtual worlds, such as the prominent Second Life, offer unprecedented opportunities for companies to collaborate with co-creating users. However, pioneering corporate co-creation systems fail to attract a satisfying level of participation and engagement. The experience users have with the co-creation system is the key to making virtual places a vibrant source of great connections, creativity, and co-creation. While prior research on co-creation serves as a foundation for this work, it does not provide adequate guidance on how to design co-creation systems in virtual worlds. To address this shortcoming, a 20-month action research project was conducted to study the users experience and to identify design principles for virtual co-creation systems. In two action research cycles, a virtual co-creation system called Ideation Quest was created, deployed, evaluated, and improved. The study reveals how to design co-creation systems and enriches research on co-creation to fit the virtual world context. Practitioners receive a helpful framework to leverage virtual worlds for co-creation.
Computers in Human Behavior | 2011
Thomas Kohler; Johann Fueller; Daniel Stieger; Kurt Matzler
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.
Information Systems Journal | 2011
Julia Mueller; Katja Hutter; Johann Fueller; Kurt Matzler
Virtual worlds, as electronic environments where individuals can interact in a realistic manner in form of avatars, are increasingly used by gamers, consumers and employees. Therefore, they provide opportunities for reinventing business processes. Especially, effective knowledge management (KM) requires the use of appropriate information and communication technology (ICT) as well as social interaction. Emerging virtual worlds enable new ways to support knowledge and knowing processes because these virtual environments consider social aspects that are necessary for knowledge creating and knowledge sharing processes. Thus, collaboration in virtual worlds resembles real‐life activities. In this paper, we shed light on the use of Second Life (SL) as a KM platform in a real‐life setting. To explore the potential and current usage of virtual worlds for knowledge and knowing activities, we conducted a qualitative study at IBM. We interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/virtual worlds’ in order to gain experience in generating and exchanging knowledge by virtually collaborating and interacting. Our results show that virtual worlds – if they are able to overcome problems like platform stability, user interface or security issues – bear the potential to serve as a KM platform. They facilitate global and simultaneous interaction, create a common context for collaboration, combine different tools for communication and enhance knowledge and knowing processes.
hawaii international conference on system sciences | 2012
Johann Fueller; Roland Schroll; Severin Dennhardt; Katja Hutter
Due to the social media revolution and the emergence of communities, social networks, and user generated content portals, prevalent branding concepts need to catch up with this reality. Given the importance of social ties, social interactions and social identity in the new media environment, there is a need to account for a relationship measure in marketing and branding. Based on the concept of social capital we introduce the concept of social brand value, defined as the perceived value derived by exchange and interactions with other users of the brand within a `community. Within a qualitative study marketing experts were interviewed and highlighted the importance towards social media activities, but also indicated that they do not have a clear picture on how strategies should look like and how their success can be measured. A second quantitative study was conducted which demonstrates the influence the social brand value construct has for consumers brand evangelism and willingness to pay a price premium and hence the value contribution of the social brand value for consumers.
hawaii international conference on system sciences | 2010
Thomas Kohler; Johann Fueller; Daniel Stieger; Kurt Matzler
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.
hawaii international conference on system sciences | 2017
Simon Fuger; Robert Schimpf; Johann Fueller; Katja Hutter
The principles of crowdsourcing are increasingly applied in social contexts like development projects. In this study we explore a crowdsourcing community, which aims to enhance conditions in low income communities. We investigate the network structures of the community and detect behavioral pattern and user roles based on participation behavior for this specific context. Overall, the observed community shows a high level of collaboration and reciprocal dialogue. On the individual level we located four different user roles distinct in their interaction and contribution behavior. So called “collaborators” are considered as unique user role in an online community within a social context. We contribute to the theory of crowdsourcing by illustrating that context and purpose of crowdsourcing initiatives may influence the behavioral pattern of users. Further we add insights to the junctures between crowdsourcing and social innovation in the context of
Management Decision | 2017
Rita Faullant; Johann Fueller; Katja Hutter
Purpose Companies are discovering the power of crowdsourcing as a source of new ideas for products and services. It is assumed that the personal engagement and the continuous involvement with a company’s products or services over a period of several weeks positively affect participants’ loyalty intentions toward the host companies. The research leads the authors to challenge this assumption. In addition to mere participation in crowdsourcing initiatives, the authors argue that perceptions of fairness will explain changes in customer relationship-related consequences such as loyalty, perceived innovativeness and product interest. The paper aims to discuss these issues. Design/methodology/approach The authors analyzed a real-life crowdsourcing contest launched by a leading lighting manufacturer and investigated the impact of two fairness dimensions (distributive and procedural) on participants’ future behavioral and attitudinal intentions (n=121). The analysis was performed with SEM. Findings The results suggest that fairness perceptions are significantly related to evoked product interest, perceived innovativeness and loyalty intentions. The analysis reveals that the influence of the fairness dimensions is asymmetric: while distributive fairness can be considered as a basic factor that must be fulfilled in order to avoid negative behavioral consequences, procedural fairness instead is an excitement factor that causes truly positive behavioral consequences. Research limitations/implications The results are particularly relevant for companies launching a crowdsourcing competition under their own brand name, and for broadcasting platforms. For companies with no relations to end-users, these findings may not be as relevant. Practical implications Organizers of crowdsourcing contests should be aware that such initiatives can be a double-edged sword. Fair Play is a must to gain the positive effects from crowdsourcing initiatives for both new product development and the customer relationship. For companies lacking the capabilities to manage crowdsourcing initiatives professionally it is advisable to rely on intermediary broadcasting platforms. Originality/value The research is the first to investigate systematically the consequences of fairness perceptions in a real-life crowdsourcing idea contest. The authors demonstrate the asymmetric nature of fairness perceptions on three different outcome variables that are important for the customer relationship.
Business Horizons | 2017
Sabine Brunswicker; Volker Bilgram; Johann Fueller
Academy of Management Proceedings | 2013
Leonhard Dobusch; Johann Fueller; Kurt Matzler; David Seidl
Academy of Management Proceedings | 2015
Katja Hutter; Johann Fueller; Bright Adu Nketia; Lukas Northrup