TY - JOUR AU - Szopinski, Daniel AU - Schoormann, T. AU - John, Thomas AU - Knackstedt, R. AU - Kundisch, Dennis ID - 6202 IS - 3 JF - Electronic Markets TI - Software tools for business model innovation: Current state and future challenges VL - 30 ER - TY - GEN AU - Kliensieck, Katrin AU - John, Thomas AU - Kundisch, Dennis ID - 8954 T2 - 11th Biennial Procrastination Research Conference TI - Applied procrastination research: Tackling procrastination by gamification ER - TY - GEN AU - Szopinski, Daniel AU - John, Thomas AU - Kundisch, Dennis ID - 14017 T2 - TREO Talks in conjunction with the 40th International Conference on Information Systems (ICIS) TI - Teaching business model innovation to large and interdisciplinary IS/IT classes: A didactic approach involving peer feedback via self-recorded video presentations ER - TY - GEN AU - Szopinski, Daniel AU - John, Thomas AU - Kundisch, Dennis ID - 14543 TI - Digital Tools for Teaching Business Model Innovation in Information Systems: A newly developed didactic approach comprising video-based peer feedback ER - TY - CONF AU - John, Thomas AU - Szopinski, Daniel ID - 1046 T2 - Proceedings of the Multikonferenz Wirtschaftsinformatik 2018 (MKWI), Lüneburg, Germany TI - Towards explaining the popularity of the Business Model Canvas: A dual coding approach ER - TY - GEN AU - Klingsieck, K. AU - Bomm, A. AU - Djawadi, Behnud AU - Fahr, Rene AU - Feldotto, M. AU - John, Thomas AU - Kundisch, Dennis AU - Skopalik, A. ID - 2684 T2 - Tagung der Fachgruppen Entwicklungspsychologie und Pädagogische Psychologie (PAEPSY) TI - Study? Now! - Evaluation einer gamifizierten App zur Überwindung von akademischer Prokrastination ER - TY - CONF AU - John, Thomas AU - Feldotto, M. AU - Hemsen, P. AU - Klingsieck, K. AU - Langendorf, Mike ID - 2692 T2 - Proceedings of the 24th European Conference on Information Systems (ECIS) TI - Towards a Lean Approach to Gamifying Education ER - TY - CONF AU - Feldotto, M. AU - John, Thomas AU - Kundisch, Dennis AU - Hemsen, P. AU - Klingsieck, K. AU - Skopalik, A. ID - 2695 T2 - Proceedings of the 12th International Conference on Design Science Research in Information Systems and Technology (DESRIST) TI - Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App ER - TY - CONF AB - The interest in business model innovation has risen rapidly in recent years, and software tools for business model development hold great promise for supporting business model innovation. Nonetheless, virtually no design-relevant knowledge exists concerning the functions that such tools should possess. Therefore, we develop a comprehensive taxonomy that identifies characteristic functions of software-based business model development tools. For developing the taxonomy, we draw on prior research on business model innovation, process modeling, and creativity support systems, and we analyze software tools for business model development that have been proposed in practice. The resulting taxonomy can support practitioners in their tool (re-)design and investment decisions, and for researchers can serve as a preliminary step towards more advanced theories for software tools for business model development. AU - Szopinski, Daniel AU - Schoormann, Thorsten AU - John, Thomas AU - Knackstedt, Ralf AU - Kundisch, Dennis ID - 91 T2 - Proceedings of the 23rd Americas Conference on Information Systems (AMCIS) TI - How Software Can Support Innovating Business Models: A Taxonomy of Functions of Business Model Development Tools ER - TY - GEN AU - Szopinski, Daniel AU - Schoormann, Thorsten AU - John, Thomas AU - Knackstedt, Ralf AU - Kundisch, Dennis ID - 92 T2 - Bosch Business Model Innovation Summit 2017 TI - How Software Can Support Innovating Business Models: A Taxonomy of Functions of Business Model Development Tools ER - TY - GEN AU - Kundisch, Dennis AU - John, Thomas ID - 95 T2 - Enzyklopädie der Wirtschaftsinformatik, GITO TI - Geschäftsmodell-Modellierungssprache/Business Model Modeling Language ER - TY - CONF AB - A multiplicity of visual languages have been proposed for representing business models. These languages are claimed to facilitate tasks such as understanding, communicating, and innovating a business model; and have been developed rather independently by scholars from accounting, computer science, information systems, and strategy. Consequently, the existing approaches greatly differ and to some extent contradict each other, for example, regarding their understanding of the business model concept, their terminology, and their visual notations – which means there is little common ground for developing a cumulative stream of research. Therefore, we provide a systematic, cross-disciplinary review of this emerging field and synthesize the pragmatic, semantic, and syntactic foundations of the proposed approaches. Further, we derive an agenda for future research and discuss the challenges that lie ahead to advance the field. AU - John, Thomas AU - Kundisch, Dennis AU - Szopinski, Daniel ID - 49 T2 - Proceedings of the 38th International Conference on Information Systems (ICIS), Seoul, South Korea TI - Visual Languages for Modeling Business Models: A Critical Review and Future Research Directions ER - TY - GEN AU - John, Thomas AU - Szopinski, Daniel ID - 52 T2 - 1st Business Model Conference TI - Towards Explaining the Popularity of the Business Model Canvas: A Dual-coding Approach ER - TY - GEN AU - John, Thomas ID - 56 T2 - 1st Business Model Conference TI - Supporting Business Model Idea Generation Through Machine-generated Ideas: A Design Theory ER - TY - CONF AB - Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, gamification is hardly used in education, because current approaches to gamification require instructors to engage in the time-consuming preparation of their course contents for use in quizzes, mini-games and the like. Drawing on research on limited attention and present bias, we propose a "lean" approach to gamification, which relies on gamifying learning activities (rather than learning contents) and increasing their salience. In this paper, we present the app StudyNow that implements such a lean gamification approach. With this app, we aim to enable more students and instructors to benefit from the advantages of gamification. AU - Feldotto, Matthias AU - John, Thomas AU - Kundisch, Dennis AU - Hemsen, Paul AU - Klingsieck, Katrin AU - Skopalik, Alexander ID - 1094 T2 - Proceedings of the 12th International Conference on Design Science Research in Information Systems and Technology (DESRIST) TI - Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App ER - TY - CONF AB - Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, using gamification currently is rather tedious and time-consuming for instructors because current approaches to gamification require instructors to engage in the time-consuming preparation of course contents (e.g., for quizzes or mini-games). In reply to this issue, we propose a “lean” approach to gamification, which relies on gamifying learning activities rather than learning contents. The learning activities that are gamified in the lean approach can typically be drawn from existing course syllabi (e.g., attend certain lectures, hand in assignments, read book chapters and articles). Hence, compared to existing approaches, lean gamification substantially lowers the time requirements posed on instructors for gamifying a given course. Drawing on research on limited attention and the present bias, we provide the theoretical foundation for the lean gamification approach. In addition, we present a mobile application that implements lean gamification and outline a mixed-methods study that is currently under way for evaluating whether lean gamification does indeed have the potential to increase students’ motivation. We thereby hope to allow more students and instructors to benefit from the advantages of gamification. AU - John, Thomas AU - Feldotto, Matthias AU - Hemsen, Paul AU - Klingsieck, Katrin AU - Kundisch, Dennis AU - Langendorf, Mike ID - 1095 T2 - Proceedings of the 25th European Conference on Information Systems (ECIS) TI - Towards a Lean Approach for Gamifying Education ER - TY - CONF AB - Successful business model innovation is impossible without innovative business model ideas. When generating such ideas, humans make use of two properties of the human cognitive system: First, their ability to build up knowledge (i.e., raw material for new ideas), and second, their ability to flexibly recombine that knowledge. While these properties enable humans to generate innovative ideas, the amounts of knowledge and cognitive flexibility that humans can possess are limited, which in turn limits human idea generation capability. With business model idea generators, a new class of information systems is proposed that can contribute to alleviating the limits that constrain human idea generation. The ideas that such idea generators produce can complement human business model ideas, thereby increase the probability for high-quality ideas, and eventually raise the odds of successful business model innovation. The contribution is a design theory that describes the architecture of the proposed idea generators. AU - John, Thomas ID - 148 T2 - Proceedings of the 37th International Conference on Information Systems (ICIS), Dublin, Ireland TI - Supporting Business Model Idea Generation Through Machine-generated Ideas: A Design Theory ER - TY - THES AU - John, Thomas ID - 10292 TI - Business Model Modeling Languages as Tools for Innovation: Theory and Empirical Evidence ER - TY - GEN AU - Strotmeyer, Sebastian AU - John, Thomas AU - Kundisch, Dennis ID - 135 T2 - Multikonferenz Wirtschaftsinformatik (MKWI) TI - Vergleichende Betrachtung von Software-Werkzeugen zur Geschäftsmodellentwicklung ER - TY - GEN AU - John, Thomas ID - 248 T2 - AIS SIGPRAG Pre-ICIS Workshop: Practice-based Design and Innovation of Digital Artifacts TI - Supporting Business Model Idea Generation Through Machine-generated Ideas - Towards a Design Theory ER -