13 research outputs found
Mobile Gamification Applied to Employee Productivity in Companies: A Systematic Review
The main goal of this article is to identify
the use of gamified mobile applications and their
impact on work productivity. We employ a systematic
review of the literature to discover to what extent
gamified mobile applications improve worker
productivity within a company. The intent is to
contribute to more profound understanding of learning
contexts, methodologies, techniques and objectives with
the application of mobile gamification. The literature
emphasizes that mobile gamification can be used to
enhance the learning process, improve performance
and achieve worker objectives, especially in production
and IT areas. To do this, an analysis is presented of the
areas that use mobile gamification, the techniques used
and the effects that are achieved with its application in
companies. It seeks to close the knowledge gap by
quantifying the gamification characteristics found in
applications. Due to the paucity of studies on mobile
gamification at work productivity, this work also
points the way to new research
Gamification solutions for software acceptance: a comparative study of requirements engineering and organizational behavior techniques.
Gamificationis a powerful paradigm and a set of best practices used to motivate people carrying out a variety of ICTâmediated tasks. Designing gamification solutions and applying them to a given ICT system is a complex and expensive process (in time, competences and money) as software engineers have to cope with heterogeneous stakeholder requirements on one hand, and Acceptance Requirements on the other, that together ensure effective user participation and a high level of system utilization. As such, gamification solutions require significant analysis and design as well as suitable supporting tools and techniques. In this work, we compare concepts, tools and techniques for gamification design drawn from Software Engineering and Human and Organizational Behaviors. We conduct a comparison by applying both techniques to the specific Meeting Scheduling exemplar used extensively in the Requirements Engineering literature
Automated remote security scoring engine (ARSSE): gamification of cyber security education
Master's Project (M.S.) University of Alaska Fairbanks, 2020The goal of this project is to create an easy to use, extensible, and engaging method to compute scores interactively during a practical cyber security education. Gamification has been shown to be an effective teaching tool and has been used in the offensive cybersecurity education space (via Capture The Flag competitions and challenges such as hackthebox.eu) but there has not been an open-source effort to bring this idea to the defensive side (blue team) aspect of cybersecurity. The Automated Remote Security Scoring Engine (ARSSE, pronounced "Arsh") uses a combination of well maintained open-source tools and custom connectors to facilitate an easy to use, scalable, and secure system to check the state of a computer system against a desired state and award points based on passed checks. ARSSE has been released to the public with the hope that it will fill a gap in training the next generation of information security professionals
Experimental Studies in Learning Technology and ChildâComputer Interaction
This book is about the ways in which experiments can be employed in the context of research on learning technologies and childâcomputer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary âartifactsâ (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication
How to Improve the Security Skills of Mobile App Developers:An Analysis of Expert Knowledge
Much of the world relies heavily on apps. Increasingly those apps handle sensitive information: controlling our financial transactions, enabling our personal communication and holding intimate details of our lives. So the security of those apps is becoming increasingly vital. Yet research shows that those apps contain frequent security and privacy problems; and that almost all of these issues could have been avoided had the developers had sufficient motivation, support and knowledge. This lack of developer knowledge and support is widely perceived as a major threat. We therefore investigated the skills, approach and motivation required for developers. We conducted a Constructivist Grounded Theory study, involving face-to-face interviews with a dozen experts whose cumulative experience totalled over 100 years of secure app development, to develop theory on secure development techniques. The study identified that the subdiscipline of app development security is still at an early stage, and found surprising discrepancies between current industry understanding and the expertsâ recommendations. In particular it found that a secure development process tends not to appeal to app developers; and that the approach of identifying common types of security problems is too limited to give an effective security solution. Instead we identified a set of successful techniques we call âDialectical Securityâ, where âdialecticâ means learning by questioning. These techniques use dialogue with a range of counterparties to achieve app security in an effective and economical way. The security increase comes from continued dialog, not passive learning. The novel contribution of our work is to provide: A grounded theory of secure app development that challenges conventional processes and checklists, and A shift in perspective from process to dialectic. Only by working to develop the Dialectical Security skills of app developers shall we begin to see the kinds of secure apps we need to combat crime and privacy invasions
Experimental Studies in Learning Technology and ChildâComputer Interaction
This book is about the ways in which experiments can be employed in the context of research on learning technologies and childâcomputer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary âartifactsâ (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication
Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband
Erschienen bei: universi - UniversitÀtsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt:
Track 1: Produktion & Cyber-Physische Systeme
Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities
Service Systems, Smart Service Systems and Cyber- Physical SystemsâWhatâs the difference? Towards a Unified Terminology
Developing an Industrial IoT Platform â Trade-off between Horizontal and Vertical Approaches
Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory
Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case
Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie
Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis
Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs
Track 2: Logistic Analytics
An Empirical Study of Customersâ Behavioral Intention to Use Ridepooling Services â An Extension of the Technology Acceptance Model
Modeling Delay Propagation and Transmission in Railway Networks
What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards?
Robust Route Planning in Intermodal Urban Traffic
Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design)
Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes
Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement
Strategic Analysis in the Realm of Enterprise Modeling â On the Example of Blockchain-Based Initiatives for the Electricity Sector
Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren
Novicesâ Quality Perceptions and the Acceptance of Process Modeling Grammars
Entwicklung einer Definition fĂŒr Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen
Designing a Reference Model for Digital Product Configurators
Terminology for Evolving Design Artifacts
Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects
Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications
Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy
Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications
Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management)
eGovernment Competences revisited â A Literature Review on necessary Competences in a Digitalized Public Sector
Say Hello to Your New Automated Tutor â A Structured Literature Review on Pedagogical Conversational Agents
Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education
Conceptualizing Immersion for Individual Learning in Virtual Reality
Designing a Flipped Classroom Course â a Process Model
The Influence of Risk-Taking on Knowledge Exchange and Combination
Gamified Feedback durch Avatare im Mobile Learning
Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks
Track 5: Data Science & Business Analytics
Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness
Applied image recognition: guidelines for using deep learning models in practice
Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting
Reading Between the Lines of Qualitative Data â How to Detect Hidden Structure Based on Codes
Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation
Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data
Topic Embeddings â A New Approach to Classify Very Short Documents Based on Predefined Topics
Leveraging Unstructured Image Data for Product Quality Improvement
Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest
Knowledge Discovery from CVs: A Topic Modeling Procedure
Online Product Descriptions â Boost for your Sales?
EntscheidungsunterstĂŒtzung durch historienbasierte Dienstreihenfolgeplanung mit Pattern
A Semi-Automated Approach for Generating Online Review Templates
Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization
Bedeutung von Predictive Analytics fĂŒr den theoretischen Erkenntnisgewinn in der IS-Forschung
Track 6: Digitale Transformation und Dienstleistungen
Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems
Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey
Taxonomy of Digital Platforms: A Platform Architecture Perspective
Value of Star Players in the Digital Age
Local Shopping Platforms â Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis
A Socio-Technical Approach to Manage Analytics-as-a-Service â Results of an Action Design Research Project
Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units
Expectations vs. Reality â Benefits of Smart Services in the Field of Tension between Industry and Science
Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment
Characterising Social Reading Platformsâ A Taxonomy-Based Approach to Structure the Field
Less Complex than Expected â What Really Drives IT Consulting Value
Modularity Canvas â A Framework for Visualizing Potentials of Service Modularity
Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things
A Taxonomy of Barriers to Digital Transformation
Ambidexterity in Service Innovation Research: A Systematic Literature Review
Design and success factors of an online solution for cross-pillar pension information
Track 7: IT-Management und -Strategie
A Frugal Support Structure for New Software Implementations in SMEs
How to Structure a Company-wide Adoption of Big Data Analytics
The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age
Bewertung des Kundennutzens von Chatbots fĂŒr den Einsatz im Servicedesk
Understanding the Benefits of Agile Software Development in Regulated Environments
Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies
Agile and Attached: The Impact of Agile Practices on Agile Team Membersâ Affective Organisational Commitment
The Complexity Trap â Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations
Platform Openness: A Systematic Literature Review and Avenues for Future Research
Competence, Fashion and the Case of Blockchain
The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity
Track 8: eHealth & alternde Gesellschaft
Security and Privacy of Personal Health Records in Cloud Computing Environments â An Experimental Exploration of the Impact of Storage Solutions and Data Breaches
Patientenintegration durch Pfadsysteme
Digitalisierung in der StressprĂ€vention â eine qualitative Interviewstudie zu Nutzenpotenzialen
User Dynamics in Mental Health Forums â A Sentiment Analysis Perspective
Intent and the Use of Wearables in the Workplace â A Model Development
Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review
Understanding the Habitual Use of Wearable Activity Trackers
On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Usersâ Goal Orientations in Affecting the Benefits Gained
Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects
Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings
Track 9: Krisen- und KontinuitÀtsmanagement
Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland
Fake News Perception in Germany: A Representative Study of Peopleâs Attitudes and Approaches to Counteract Disinformation
Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment
Track 10: Human-Computer Interaction
Towards a Taxonomy of Platforms for Conversational Agent Design
Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis
Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment
Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren
Designing Dynamic Decision Support for Electronic Requirements Negotiations
Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress
Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents
Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review
Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach
The Role of Early User Participation in Discovering Software â A Case Study from the Context of Smart Glasses
The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games
Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods
Track 11: Information Security and Information Privacy
Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions
To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context
Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR
On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market
What is Your Selfie Worth? A Field Study on Individualsâ Valuation of Personal Data
Justification of Mass Surveillance: A Quantitative Study
An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms
Track 12: Umweltinformatik und nachhaltiges Wirtschaften
KommunikationsfĂ€den im Nadelöhr â Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt
Potentiale und Herausforderungen der Materialflusskostenrechnung
Computing Incentives for User-Based Relocation in Carsharing
Sustainabilityâs Coming Home: Preliminary Design Principles for the Sustainable Smart District
Substitution of hazardous chemical substances using Deep Learning and t-SNE
A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment
A Survey of Smart Energy Services for Private Households
Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation â A Literature Review
Ein EntscheidungsunterstĂŒtzungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse
Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy
Digitale RĂŒckverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie
Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones
Towards Predictive Energy Management in Information Systems: A Research Proposal
A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology
Track 13: Digital Work - Social, mobile, smart
On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work
The Potential of Augmented Reality for Improving Occupational First Aid
Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants
Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI
A Case Study on Cross-Hierarchical Communication in Digital Work Environments
âShow Me Your People Skillsâ - Employing CEO Branding for Corporate Reputation Management in Social Media
A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change
The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects
The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance
Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp
The Effect of Marker-less Augmented Reality on Task and Learning Performance
Antecedents for Cyberloafing â A Literature Review
Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project
Track 14: GeschÀftsmodelle und digitales Unternehmertum
Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes
Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services
Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective
Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction
Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes
Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators
When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies
Special Track 1: Student Track
Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail
From Facets to a Universal Definition â An Analysis of IoT Usage in Retail
Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study
Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking
TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter
Application of Process Mining Techniques to Support Maintenance-Related Objectives
How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce
Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance?
Improving Business Model Configuration through a Question-based Approach
The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning
Evaluation von ITSM-Tools fĂŒr Integration und Management von Cloud-Diensten am Beispiel von ServiceNow
How Software Promotes the Integration of Sustainability in Business Process Management
Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry
Special Track 3: Demos & Prototyping
Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype
Application-oriented robotics in nursing homes
Augmented Reality for Set-up Processe
Mixed Reality for supporting Remote-Meetings
Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung
Automatically Extracting and Analyzing Customer Needs from Twitter: A âNeedminingâ Prototype
GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities
TUCANA: A platform for using local processing power of edge devices for building data-driven services
Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur
Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation fĂŒr Ă€ltere Nutzerinnen und Nutzer
A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach
Exergames & Dementia: An interactive System for People with Dementia and their Care-Network
Workshops
Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik â EMoWIâ19)
Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates
Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management
Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research
Die Mitarbeiter von morgen - Kompetenzen kĂŒnftiger Mitarbeiter im Bereich Business Analytics
Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati
Konzeption und Entwicklung eines DSM-basierten Gamification Authoring Systems zur UnterstĂŒtzung hochschulischer Lehre
Vorliegende Arbeit hat das Ziel eine Systematisierung zu erstellen, die eine effiziente Konzeption und Implementierung von spielifizierten Lehr-Lerneinheiten fĂŒr und in die Hochschullehre ermöglicht und diese Systematisierung prototypisch umzusetzen. HierfĂŒr wird zunĂ€chst der aktuelle Stand der Forschung zu Gamification in der Hochschullehre aus inhaltlich-struktureller und motivationspsychologischer Perspektive erfasst. Darauf aufbauend wird eine DomĂ€nenanalyse durchgefĂŒhrt, welche aus einer Dokumentenanalyse und Lernplattformanalyse besteht, mit dem Ziel, etablierte DomĂ€nenkonzepte zu exzerpieren. Die daraus gewonnenen Erkenntnisse dienen als Basis fĂŒr die Konzeption und Entwicklung einer domĂ€nenspezifischen Modellierungssprache als Teil des Domain-specific Modeling Ansatzes. Die Umsetzung weiterer Bestandteile des Ansatzes, wie einen Designer, der es erlaubt Modelle auf Basis der Sprache zu erstellen, einen Generator, der erstellte Modelle in Code transformiert, sowie ein Learning Management System, in dem die in Code vorliegenden Modelle zum Einsatz kommen, werden ebenso detailliert. Weiterhin wird eine Evaluation beschrieben, bestehend aus einer qualitativen Feldstudie und einem Abgleich von Anforderungen. DarĂŒber hinaus werden potentielle Einsatzgebiete fĂŒr die entwickelten Artefakte beispielhaft aufgezeigt
Proceedings der 11. Internationalen Tagung Wirtschaftsinformatik (WI2013) - Band 1
The two volumes represent the proceedings of the 11th International Conference on Wirtschaftsinformatik WI2013 (Business Information Systems). They include 118 papers from ten research tracks, a general track and the Student Consortium. The selection of all submissions was subject to a double blind procedure with three reviews for each paper and an overall acceptance rate of 25 percent. The WI2013 was organized at the University of Leipzig between February 27th and March 1st, 2013 and followed the main themes Innovation, Integration and Individualization.:Track 1: Individualization and Consumerization
Track 2: Integrated Systems in Manufacturing Industries
Track 3: Integrated Systems in Service Industries
Track 4: Innovations and Business Models
Track 5: Information and Knowledge ManagementDie zweibĂ€ndigen TagungsbĂ€nde zur 11. Internationalen Tagung Wirtschaftsinformatik (WI2013) enthalten 118 ForschungsbeitrĂ€ge aus zehn thematischen Tracks der Wirtschaftsinformatik, einem General Track sowie einem Student Consortium. Die Selektion der Artikel erfolgte nach einem Double-Blind-Verfahren mit jeweils drei Gutachten und fĂŒhrte zu einer Annahmequote von 25%. Die WI2013 hat vom 27.02. - 01.03.2013 unter den Leitthemen Innovation, Integration und Individualisierung an der UniversitĂ€t Leipzig stattgefunden.:Track 1: Individualization and Consumerization
Track 2: Integrated Systems in Manufacturing Industries
Track 3: Integrated Systems in Service Industries
Track 4: Innovations and Business Models
Track 5: Information and Knowledge Managemen