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Brauer, Benjamin
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Brauer, Benjamin
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Brauer, Benjamin
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Brauer, B.
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2015Journal Article [["dc.bibliographiccitation.firstpage","53"],["dc.bibliographiccitation.issue","4"],["dc.bibliographiccitation.journal","China Media Research"],["dc.bibliographiccitation.lastpage","63"],["dc.bibliographiccitation.volume","11"],["dc.contributor.author","Hildebrandt, Björn"],["dc.contributor.author","Hanelt, Andre"],["dc.contributor.author","Kolbe, Lutz M."],["dc.contributor.author","Brauer, Benjamin"],["dc.date.accessioned","2018-08-21T11:07:37Z"],["dc.date.available","2018-08-21T11:07:37Z"],["dc.date.issued","2015"],["dc.description.abstract","The quest for sustainability is one of the most demanding challenges societies face today. As the mobility sector is among the main contributors to environmental degradation, regulative institutions promote sustainable technologies and modes of transportation, though they often ignore socio-technical circumstances. In this conceptual paper, we draw on the established socio-technical transitions theory to develop a multi-level framework explaining the role of emerging digital eco-systems - comprising digital technologies, relevant actors, and the relationships between them - in the transition of mobility towards sustainability. Drawing on an analysis of mobile applications for sustainable mobility, we illustrate our theoretical propositions on how digital eco-systems transform and disrupt established patterns for the benefit of smart sustainable solutions. For instance, the ubiquity of broadband Internet in conjunction with the diffusion of mobile devices and social media enables communication among distant actors, thus reducing uncertainty and enhancing resilience of sustainable mobility alternatives, such as peer-to-peer carsharing."],["dc.identifier.uri","https://resolver.sub.uni-goettingen.de/purl?gro-2/15457"],["dc.language.iso","en"],["dc.notes.status","final"],["dc.title","Towards Sustainable Mobility - Digital Eco-Systems as Drivers of Disruptive Change"],["dc.type","journal_article"],["dc.type.internalPublication","unknown"],["dspace.entity.type","Publication"]]Details2018Journal Article [["dc.bibliographiccitation.firstpage","230"],["dc.bibliographiccitation.journal","Transportation Research Part D: Transport and Environment"],["dc.bibliographiccitation.lastpage","245"],["dc.bibliographiccitation.volume","64"],["dc.contributor.author","Brendel, Alfred Benedikt"],["dc.contributor.author","Lichtenberg, Sascha"],["dc.contributor.author","Brauer, Benjamin"],["dc.contributor.author","Nastjuk, Ilja"],["dc.contributor.author","Kolbe, Lutz M."],["dc.date.accessioned","2020-12-10T15:21:38Z"],["dc.date.available","2020-12-10T15:21:38Z"],["dc.date.issued","2018"],["dc.identifier.doi","10.1016/j.trd.2018.01.024"],["dc.identifier.issn","1361-9209"],["dc.identifier.uri","https://resolver.sub.uni-goettingen.de/purl?gro-2/73095"],["dc.language.iso","en"],["dc.notes.intern","DOI Import GROB-354"],["dc.title","Improving electric vehicle utilization in carsharing: A framework and simulation of an e-carsharing vehicle utilization management system"],["dc.type","journal_article"],["dc.type.internalPublication","yes"],["dspace.entity.type","Publication"]]Details DOI2017Conference Paper [["dc.bibliographiccitation.firstpage","1"],["dc.bibliographiccitation.lastpage","18"],["dc.contributor.author","Ebermann, Carolin"],["dc.contributor.author","Brauer, Benjamin"],["dc.contributor.author","Brendel, Alfred Benedikt"],["dc.contributor.author","Kolbe, Lutz M."],["dc.date.accessioned","2018-08-24T16:49:31Z"],["dc.date.available","2018-08-24T16:49:31Z"],["dc.date.issued","2017"],["dc.description.abstract","Game-based IS features are popular means to change behavior. While existing studies indicate a successful impact of gamified IS features, others show opposite effects. However, there are no studies that have investigated the underlying motivational processes of single gamified IS features and the additional possible support of subliminally primed IS features for the desired goal attainment. To address this gap, we examine the interaction between users and the gamified feature ‘Ranking’ on concentration enhancement, while studying the moderation effects of self-efficacy and a subliminally primed IS feature in a laboratory experiment (N=407). Therefore, our paper sheds light on the theoretically and practically relevant question: how can gamification features lead to proper interaction with the user to effectively support desired goal attainment. The results show varying reactions of either positive or negative feedback, to the ranking, depending on individual’s self-efficacy. While test persons with low self-efficacy show better performance results receiving negative feedback, participants with high selfefficacy perceptions reveal better performance rates receiving positive feedback. Furthermore, we could not observe a significant impact of the subliminally primed feature regarding mechanisms of the consciously perceived game feature ‘Ranking’ on concentration enhancement."],["dc.identifier.uri","https://resolver.sub.uni-goettingen.de/purl?gro-2/15549"],["dc.language.iso","en"],["dc.notes.status","final"],["dc.relation.conference","European Conference on Information Systems"],["dc.relation.eventend","2017-10-10"],["dc.relation.eventlocation","Portugal"],["dc.relation.eventstart","2017-10-06"],["dc.relation.ispartof","Proceedings of European Conference on Information Systems"],["dc.title","Decoding the Motivational Black Box - The Case of Ranking, Self-Efficacy, and Subliminal Priming"],["dc.type","conference_paper"],["dc.type.internalPublication","unknown"],["dspace.entity.type","Publication"]]Details