TY - GEN A1 - Städter, Christian A1 - Bennett, Kyle A1 - Poulus, Dylan A1 - Leis, Oliver A1 - Sharpe, Benjamin T. A1 - Nicholson, Mitchell T1 - Reporting esports samples : a scoping review T2 - Esports Research Network Conference 2024 N2 - Introduction: The growth of gaming and esports has spurred increased academic interest and research across various disciplines. However, the relative novelty of this field means that best practices are not yet established, leading to inconsistent and inadequate sample information. This paper systematically reviews the existing literature, examining how researchers report esports samples, and addresses gaps identified in previous reviews, such as Mendoza et al. (2023). Research Questions: What descriptive information is provided when reporting esports samples? What categories have been adopted to date when addressing such samples? Methodology: We leveraged a scoping review approach following PRISMA-ScR guidelines. We conduct a structured keyword search in databases (Web of Science, EBSCOhost, Google Scholar, and Science Direct) across multiple disciplines in Mai 2024, using the PICO model. In our review, only peer-reviewed, primary, empirical, English studies will be included. 2 Results: The search provided an initial sample consisting of 8,536 articles before screening. Within our full paper we will, we will report main study outcomes, characteristics of all relevant literature, and highlight emerging trends. Discussion: We will discuss key outcomes such as quality and quantity of information as well as terms used by researchers based on the literature. Furthermore, strengths and limitations, as well as current practices and lack thereof will be highlighted. Lastly, we will suggest guidance for future research regarding esports sampling. KW - Esports KW - Scoping Review KW - Sampling KW - Methodology KW - Electronic Gaming Y1 - 2024 UR - https://www.researchgate.net/publication/389081294_REPORTING_ESPORTS_SAMPLES_A_SCOPING_REVIEW PB - Research Gate ER - TY - GEN A1 - Raetze, Sebastian A1 - Hüllmann, Joschka A1 - Städter, Christian T1 - Not all adversity is equal: Analyzing the impact of different trigger types on team coordination and performance based on digital trace data from professional esports T2 - Interdisciplinary Network for Group Research (INGRoup) 2024 N2 - Teams are prevalent across various industries, undertaking a significant portion of contemporary work (Benson-Armer & Hsieh, 1997). Good functioning of teams is paramount, given its pivotal role in enhancing productivity and fostering corporate success (LePine, 2005). As such, organizational teamwork stands as a widely explored subject, attracting attention from both the popular press and academia (Duhigg, 2016). In the academic realm, the primary aim is to understand the drivers of team effectiveness, with most studies employing frameworks such as the input-process-outcome model (McGrath, 1984) or the advanced input-mediator-outcome model (Ilgen et al., 2005), which cluster variables related to effective teamwork into process categories. For instance, team research has long focused on compositional factors as inputs, revealing the significant influence that factors such as personality, knowledge, and skills of team members exert on team processes and performance (e.g., Mathieu et al., 2008; 2019). While valuable, much of the existing research on organizational teams has adopted a static approach, focusing on teams performing routine tasks at specific moments in time (e.g., Cronin et al., 2011; Klonek et al., 2019). However, this approach fails to capture the dynamic nature of most teams operating today, which are fluid entities that evolve and adapt over time (e.g., Ramos-Villagrasa et al., 2018). Consequently, the challenges a team faces at one point may not remain stable throughout its entire lifecycle. Events or disruptions can profoundly influence a team’s functioning and performance (Liu et al., 2023). Likewise, a team’s past experiences can shape its ability to navigate present disruptions. This is even more pertinent in today’s era of 28 discontinuity and perpetual change where most teams frequently encounter challenges that demand immediate action and have the potential to disrupt critical team processes and states (e.g., Alliger et al., 2015; Driskell et al., 2018). Due to these developments, there has been an exponential increase in research on teamwork in challenging contexts, encompassing studies on various fronts such as extreme teams (Schmutz et al., 2023), team resilience (Raetze et al., 2021), and team adaptation (e.g., Maynard et al., 2015). However, even within these domains, there has been limited emphasis on trigger events and temporal dynamics. For instance, while many definitions of team resilience acknowledge adversity as a trigger and imply temporal effects like recovery, they often operationalize team resilience as a collective state at a particular moment in time (Raetze et al., 2022). Although the team adaptation literature demonstrates a stronger focus on how trigger types influence team processes and outcomes (Rico et al., 2019; 2020), empirical evidence remains sparse (Christian et al., 2017). Furthermore, the existing empirical work investigating how teams adapt to adversity has predominantly centered on disruptions occurring before or between different task execution rounds (e.g., Argote et al., 1995; Kane et al., 2005). Consequently, we argue that research elucidating the role of adversity in effective teamwork remains at a nascent stage (Edmondson & McManus, 2007). In response, in our study, we aim to provide an in-depth exploration of how various types of adverse events influence team routines and performance, with a specific focus on the role of temporal variables. To achieve this, we utilize high-resolution data obtained from the innovative setting of professional esports. Professional esports represents a dynamic and demanding environment where athletes or teams compete for substantial prize money. Our analysis concentrates on demo files from Counter-Strike:Global Offensive (CS:GO), a team-based first-person shooter game, which comprise 41,782 unique team performance episodes. From these 29 demos, we extract digital trace data, capturing events and behaviors 128 times per second. Employing methodologies rooted in Business Process Management (BPM) and Process Mining (van der Aalst, 2016), we will analyze this rich process data. Our analytical framework draws on established management theories such as EST (Morgeson et al., 2015), theories on team dynamics (e.g., Arrow & McGrath, 1993; O'Leary et al., 2011), and insights from research on team resilience and adaptation (e.g., Rico et al., 2019; 2020; Stoverink et al., 2020). Study Context and Methodological Approach We searched for a context that offers high-resolution data (Klonek et al., 2019) on adverse events and process dynamics in real teams and found it in the domain of professional esports. Esports in general have evolved from recreational/unorganized activities into hyper-competitive/ professionalized settings (Pedraza-Ramirez, 2020). Professional athletes play full-time, earn a salary, and compete in tournaments and leagues with millions of dollars in prize money (Chan et al., 2022). In particular, we focus on the first-person shooter CS:GO, which is one of the most popular esports titles. Professional tournaments/leagues in this domain have structures and rules similar to traditional sports. In a game of CS:GO, two teams of five compete against each other. Each game consists of multiple rounds. Both teams move across a 3D map during a round (see Figure 2-1). The attacking team must plant and detonate a bomb, whereas the defending team tries to stop this from happening. At the beginning of each round, all players start with 100 health points, and each player can acquire weapons and utilities of varying strength and cost by spending money to fight against the opponents. Money transitions across rounds, with each new round giving money to both teams. Weapon and utilities transition only across rounds if a player survives. Damage can be inflicted on players via weapons or utilities. When a player reaches 0 health points, the player dies and is revived at the start of the next round. The team that first accumulates 16 winning rounds wins the game. Each round can be considered a team 30 performance episode (Marks et al., 2001). Due to the aforementioned nature of modern esports, CS:GO teams at the highest levels can be compared to professional sports teams, which have a rich tradition in work teams research (Quigley et al., 2022), but also to critical action teams (Ishak & Ballard, 2012). Yet, esports offers much richer and more fine-grained data than professional sports, which offers scholars the opportunity to analyze team process dynamics based on unobtrusive measures. For instance, during major CS:GO tournaments players and teams are video- and audio-recorded as are comments of several experts. Moreover, statistics and tournament demos are published on community websites. Our study focuses on demo files from professional CS:GO tournaments in 2021 and 2022. Each demo constitutes a digital trace data file of one game and grants access to the entirety of a team’s behavioral data during this game (e.g., events, player’s position, movement, and action). Digital trace data allow for including fine-grained contextual information in the description of processes (Pentland et al., 2020) and has gained momentum in management and team research recently (e.g., Hansson et al., 2022; Wax et al., 2017). In particular, we acquired the esports trajectories and actions (ESTA) dataset comprising 1,558 replays with 41,782 rounds played accounting for 8.6 million game events (Xenopoulos & Silva, 2022). The events are accompanied by more than 110 attributes, describing the game state at each 1/128 fraction of a second (as professional games are played at 128 frames per second with each frame representing the entire game state at this particular point in time). Current State and Next Steps Using high-resolution data to understand team dynamics is challenging. As such, team scholars have seldomly applied such approaches and there is also limited methodological guidance (Klonek et al., 2019). We know even less about how to leverage digital traces as a particularly complex type of high-resolution data (Mahringer, 2021; Pentland et al., 2020). 31 Accordingly, such research requires a more exploratory and iterative approach (Uitdewilligen & Waller, 2018). For instance, for assigning our data to meaningful team concepts, we have to go back and forth between theory and data to test which concepts can be operationalized and which cannot (Klonek et al., 2019). Likewise, the extremely high resolution of our data (i.e., 128 measurement points per second) creates very high complexity which calls for simplification. At this stage of our project, we have created an initial set of operationalizations for events, team routines, and team performance within single team performance episodes (see Table 2-1). For instance, we operationalize adverse trigger events through in-game events such as damage, kill, or bomb planted against the focal team. These critical events significantly reduce the focal team’s chance of winning a respective round (Xenopoulos et al., 2020). We operationalize team routines as the joint trajectory of team players’ movements in the x- and y-dimensions throughout the round. For this, we reduced the 3D game state to a 2D game state, only considering variation in the horizontal and vertical axes (Gust et al., 2023). We thus ignored the 3D viewpoint of the players (i.e., where they are looking in-game) and only considered their positions (i.e., where they are standing or moving in-game). The team resources and team situations, which determine the choices of team routines, are operationalized via the game factors of equipment (i.e., the value of the team’s in-game equipment such as weapons, grenades, and defusal kits) and the remaining total health of all players. These factors are also significantly related to the round outcomes (Xenopoulos et al., 2020; 2022). Finally, the round outcomes (i.e., round win and total damage inflicted on the opponent’s team) operationalize the team performance for that respective round. Likewise, we follow an analytical approach to determine the observed routines of a focal team based on the “x,y” trajectories of its players. Figure 2-2 illustrates the “x,y” trajectories as measures of team routines. Using hierarchical clustering and manual labeling, we define types of team routines that are semantically viable (Hu et al., 2023; Studer & Ritschard, 2016). 32 Subsequently, in further analysis, the observed routines are assigned to one of the defined routine types via maximizing trajectory similarity (minimizing distance). We use routine types and repertoires as predictors for team performance. Over the next weeks, we will finalize our analytical model and run our analyses. We are currently discussing/testing the operationalization of additional adversity-trigger characteristics (e.g., event time, event cluster/chains), types of impacts on team routines (e.g., collapse of routines, improvisation, sticking to a routine, switching to another routine), and alternative outcome measures (e.g., resilient performance) as well as options to analyze interrelations across single performance episodes (i.e., adding a developmental perspective; Klonek et al., 2019). During the conference, we will present our initial findings. Expected Findings and Conclusions Overall, we are very confident that our work will offer valuable insights into how accounting for adversity-trigger characteristics may shed new light on the consequences of adversity exposure on team processes and performance as well as adequate adversity management processes. Our fine-grained data will also allow us to take several temporal characteristics into account. This knowledge is strongly needed to support teams operating in today’s complex environments. KW - Esports KW - Adversity KW - Team KW - Routine KW - Performance KW - Digital Trace Data Y1 - 2024 UR - https://www.researchgate.net/publication/389082275_Not_all_adversity_is_equal_Analyzing_the_impact_of_different_trigger_types_on_team_coordination_and_performance_based_on_digital_trace_data_from_professional_esports SP - 23 PB - Research Gate ER - TY - JFULL ED - Hipp, Christiane ED - Matzner, Martin T1 - SMR – Journal of Service Management Research Y1 - 2017 UR - https://www.nomos-elibrary.de/zeitschrift/2511-8676 U6 - https://doi.org/10.15358/2511-8676 SN - 2511-8676 N1 - fortlaufend ab 2017 PB - Nomos CY - Baden-Baden ER - TY - CHAP A1 - Hipp, Christiane ED - Gallouij, Faiz ED - Gallouij, Camal ED - Monnoyer, Marie-Christine ED - Rubalcaba, Luis ED - Scheuer, Markus T1 - Quality Standards and Innovation in Services T2 - Elgar Encyclopedia of Services Y1 - 2023 UR - https://www.elgaronline.com/display/book/9781802202595/9781802202595.xml SN - 978-1-80220-258-8 SN - 978-1-80220-259-5 U6 - https://doi.org/10.4337/9781802202595.Quality.Standards.and SP - 382 EP - 382 PB - Edward Elgar Publishing CY - Cheltenham [u.a.] ER - TY - GEN A1 - Raetze, Sebastian A1 - Christian, Staedter A1 - Hüllmann, Joschka Andreas T1 - Taking aim at research on esports teams : a systematic literature review and cross-disciplinary future agenda T2 - Team Performance Management : An International Journal N2 - Purpose This paper aims to systematically review and integrate the fast-growing literature on esports teams. Esports have evolved into hyper-competitive and professionalized settings with particular challenges, which need to be understood to develop and support sustainable esports teams. Likewise, esports teams share similarities with teams from professional sports and beyond, thus having the potential to inform team research in general. Design/methodology/approach The authors leveraged a systematic literature review approach and conducted a structured keyword search in Web of Science. The results were extended by a journal-driven search and forward-backward citation tracking, resulting in a final sample of 92 articles, which were analyzed via qualitative content analysis. Findings First, the authors find that research predominantly leverages quantitative study designs and samples of nonprofessional MOBA players. Second, four main themes that shape effectiveness in esports teams emerged: team compositional and structural features, leadership and external resources, team emergent states and team action processes. Third, the authors discuss blind spots within the literature that need more attention (e.g. psychological safety and stress management mechanisms) and how scholars can leverage the rich, multifaceted and high-resolution data existing in this context (e.g. game logs, audio and video recordings) to generate important insights on team dynamics valuable far beyond the esports domain. Finally, the authors discuss practical implications for players and teams to build and maintain sustainable esports teams. Originality/value To the best of the authors’ knowledge, the authors provide the first systematic review on esports team effectiveness based on the Input-Mediator-Output-Input model and a critical evaluation of how it can fertilize esports research and practitioners. KW - Esports KW - Effectiveness Y1 - 2025 U6 - https://doi.org/10.1108/TPM-09-2024-0109 SN - 1352-7592 PB - Emerald Insight ER - TY - GEN A1 - Martin, Alexander A1 - Horvat, Djerdj A1 - Jäger, Angela A1 - Pilav-Velić, Amila T1 - The impact of top management team's innovation orientation on organizational ambidexterity in transitional economies : evidence from Bosnia and Herzegovina T2 - Technology in society N2 - Organizational ambidexterity plays an essential role in understanding how firms compete and prosper in dynamic environments. However, our understanding of the antecedents and effects of organizational ambidexterity is primarily derived from studies conducted in developed economies, while transitional economies with their unique characteristics and challenges are less well understood. Grounded in upper echelon theory, this paper contends that the innovation orientation of a firm's top management team (TMT) impacts organizational ambidexterity and firm performance. Drawing on a dataset of 192 small and medium-sized companies from Bosnia and Herzegovina, and estimating several OLS regressions, we find evidence that TMT's innovation orientation negatively impacts firm performance in transitional economies. Further, we see that the impact of the TMT's innovation orientation on the balance dimension of organizational ambidexterity is inverted U-shaped. Organizational innovation culture leverages this relation. Intriguingly, we found that in transitional economies, organizational ambidexterity was not correlated with firm performance, but its components exploration and exploitation were, albeit in opposite directions. Overall, our work ads nuanced insights to the antecedents and effects of organizational ambidexterity in transitional economies. KW - Organizational ambidexterity KW - Firm performance KW - Transitional economies KW - Upper echelon theory KW - TMT's innovation orientation KW - Organizational innovation culture Y1 - 2025 U6 - https://doi.org/10.1016/j.techsoc.2025.102939 VL - 82 SP - 1 EP - 15 PB - Elsevier CY - Amsterdam ER - TY - GEN A1 - Martin, Alexander T1 - Digital Leadership als Paradoxiebewältigung : zentrale Herausforderungen der Personalführung im digitalen Zeitalter T2 - Flensburger Hefte zu Unternehmertum und Mittelstand N2 - Unternehmen und Organisationen sind in den letzten Jahren durch neue Informations- und Kommunikationstechnologien unter erheblichen Veränderungs- und Anpassungsdruck geraten. Dabei hat sich im Zuge der Digitalisierung auch die Organisation von Erwerbsarbeit in massiver Art und Weise verändert und es ist unter anderem zu einer verstärkten Dezentralisierung von Entscheidung gekommen. Führungskräfte werden vor diesem Hintergrund sowohl als Treiber wie auch als Betroffene der Digitalisierung vor neue Herausforderungen gestellt. In dem vorliegenden Beitrag werden auf Basis ausgewählter theoretischer Überlegungen und empirischer Befunde zentrale Herausforderungen an Führungskräfte im Zeitalter der Digitalisierung herausgearbeitet. Im Fokus der Betrachtungen steht die Beobachtung, dass sich Führungskräfte im Zuge des technologischen und gesellschaftlichen Wandels mit in Teilen paradoxen Anforderungen konfrontiert sehen. Führung bedeutet vor diesem Hintergrund in erster Linie einen produktiven Umgang mit Widersprüchen. Der vorliegende Beitrag skizzierte ausgewählte Herausforderungen an Führungskräfte im Zeitalter der Digitalisierung und zeigt etwaige Möglichkeiten zum praktischen Umgang mit diesen widersprüchlichen Herausforderungen auf. Rekurriert wird in diesem Zusammenhang insbesondere auf die Konzepte des Paradoxical Leader Behaviors und des Paradoxical Mindets. KW - Digitalisierung KW - Personalführung KW - Paraxodien KW - Widersprüche KW - Paradoxcial Leader Behavior KW - Paradoxcial Mindset Y1 - 2025 UR - https://hdl.handle.net/10419/327152 U6 - https://doi.org/10419/327152 SN - 2196-3347 VL - 2025 IS - 22 SP - 1 EP - 22 ER - TY - GEN A1 - Bittner-Zähr, Sophia A1 - Tallarek, Marie T1 - Organizational practices and emotion work : a conceptual framework using the example of the emotionally demanding field of clinical maternity care T2 - Konferenzwebsite (nur für TN) N2 - In Organization and Management literature, emotions have mostly been treated as an individualistic phenomenon. From a sociological viewpoint, however, scholars highlight the embeddedness of emotions into social and organizational contexts. In organizations with a high proportion of frontline service workers, emotions and emotion work are particularly vital for organizational productivity. In emotionally demanding areas, such as social work and healthcare, emotion work does not only influence service quality and consumer satisfaction, but also affects worker well-being and their future emotional availability. Up to date, the importance of organizational emotion-related practices has remained a scientific blind spot. Using clinical maternity care as an example, we discuss the relevance of emotion (work) and argue for the need to consider organizational practices in further research. Based on a theoretical synthesis and on empirical data from midwifery studies, we propose a conceptual framework that bridges psychological, practice research, and sociological perspectives. The framework considers both individual (e. g., searching for safe peer environments and rewards, following/resisting rules, lying/lying low) and organizational (e. g., definition of insiders, collegial support, solidarity, affirmation, discursive resistance, ignorance) emotion-related practices. It provides a foundation for an enhanced understanding of emotion-related practices within organizations and has the potential to encourage structured empirical research in this field. In sum, this paper contributes to recent discussions in organizational and management research, as well as midwifery research, with implications for organizations in general. KW - Emotions KW - Emotion work KW - Organizational practices KW - Emotionally demanding work KW - Maternity care Y1 - 2025 SP - 1 EP - 24 ER - TY - GEN A1 - Martin, Alexander A1 - Müllenborn, Tim T1 - Organisationaler Wandel und psychische Beanspruchung von Beschäftigten: Der vermittelnde Einfluss von Arbeitsanforderungen und Arbeitsautonomie N2 - Als Belastungsfaktor scheint organisationaler Wandel in nicht unerheblichem Maße zu einer psychischen Beanspruchung von Beschäftigten und einer Verminderung ihres Wohlbefindens beizutragen. Hierbei stellt sich unter anderen die Frage, wie genau organisationaler Wandel das Wohlbefinden von Beschäftigten beeinflusst. In dieser Arbeit wird der vermittelnde Einfluss von Arbeitsanforderung und Arbeitsautonomie auf den Zusammenhang zwischen organisationalem Wandel und psychischer Beanspruchung betrachtet. Mittels Daten der BIBB/BAuA-Erwerbstätigenbefragungen aus den Jahren 2012 und 2018 wurde dieser Zusammenhang getestet. Die Ergebnisse legen den Schluss nahe, dass organisationaler Wandel sowohl einen direkten negativen Einfluss auf das psychische Wohlbefinden von Beschäftigten besitzt als auch mit einer Erhöhung der an sie gestellten Arbeitsanforderungen einhergeht. Gleichzeitig führen erhöhte Arbeitsanforderungen zu einer Verringerung des psychischen Wohlbefindens, während sich eine Erhöhung der Arbeitsautonomie positiv auf das Wohlbefinden von Beschäftigten auswirkt. Vor diesem Hintergrund sollten Organisationen ihre Beschäftigten durch die Zurücknahme übertriebener Arbeitsanforderungen und die Einräumung weitreichender Entscheidungsspielräume psychisch entlasten. KW - Organisationaler Wandel KW - Psychische Beanspruchung KW - Arbeitsanforderungen KW - Arbeitsautonomie KW - Quantitative Untersuchung Y1 - 2024 UR - https://www.econstor.eu/handle/10419/299219 SN - 2196-3347 IS - 21 SP - 1 EP - 30 ER - TY - GEN A1 - Dreher, Carsten A1 - Martin, Alexander T1 - Innovationsmanagement Y1 - 2011 PB - Deutsche Universität für Weiterbildung CY - Berlin ER - TY - RPRT A1 - Nadarević, Sabine A1 - Martin, Alexander T1 - A comparative study on the institutional determinants of social entrepreneurial activity N2 - Social entrepreneurship intrigues researchers as well as practitioners because of its unique character: Social entrepreneurs apply business strategies to achieve a social mission and add value to society. As a young field of research, social entrepreneurship is still dominated by conceptual work and qualitative studies. By using the data of the Global Entrepreneurship Monitor (GEM 2009) and additional data sources, this study applies a comparative research design and investigates the determinants of social entrepreneurial activity. Following recent calls, it focuses on the impact of capitalism on social entrepreneurial activity on the national level. The objective of this study therefore is to investigate whether cross-country variations in social entrepreneurial activity can be explained by incorporating the type of capitalism. Drawing on institutional theory and on ideas derived from the debate on the varieties of capitalism, the joint impact of gender equality, post-materialism (both supply factors) and capitalism (demand factor) is investigated. Performing hierarchical multiple regressions (n=39), our results show that all factors contribute to explaining cross-country variations in social entrepreneurial activity, but they do so in different ways. In line with research, our study supports the finding that post-materialism unfolds the greatest impact on social entrepreneurial activity. The impact of gender equality is less clear and, overall, weaker. Capitalism itself, however, has no direct impact on social entrepreneurial activity. Instead, this factor seems to leverage the effect of post-materialism on social entrepreneurial activity. Based on these findings, we conclude that demand factors (such as capitalism) seem to play an important role in facilitating the impact of supply factors (such as post-materialism). It appears that demand factors do not work independently from supply factors, while the opposite seems to be valid. We further conclude that it is insufficient to have given demands for social entrepreneurial activity. Rather, demand for social entrepreneurial activity must be acknowledged, recognized, and valued as an opportunity for social entrepreneurship. Y1 - 2020 UR - https://www.econstor.eu/bitstream/10419/248451/1/1782418512.pdf UR - https://www.econstor.eu/handle/10419/248451 PB - Dr. Werner Jackstädt-Zentrum für Unternehmertum und Mittelstand CY - Flensburg ER - TY - RPRT A1 - Messer, Julia A1 - Martin, Alexander T1 - Open Innovation in KMU : eine empirische Analyse ausgewählter Faktoren N2 - Die vorliegende Arbeit liefert einen Beitrag zum näheren Verständnis über die Treiber von Open Innovation in kleineren und mittleren Unternehmen (KMU). Im Vordergrund der Überlegungen steht die Frage, welche Faktoren zur Einführung von Open Innovation in KMU führen. Zur Beantwortung der Forschungsfrage wurde in enger Anlehnung an Drechsler und Natter (2012) ein Modell entwickelt, welches Wettbewerbsintensität, F&E-Intensität und Internationalisierung als zentrale Prädiktoren für Open Innovation betrachtet. Zur Überprüfung des Modells wurden drei Hypothesen formuliert und mittels einer hierarchischen Regressionsanalyse empirisch überprüft. Datenbasis bildet das Mannheimer Innovationpanel 2013. Die Stichprobe umfasst 1.514 innovative KMU mit Sitz in Deutschland. Die empirische Analyse konnte die bisherigen Forschungsergebnisse in weiten Teilen bestätigen, zeigt aber auch gewisse Unterschiede zu bisherigen Erkenntnissen auf. Der F&E-Intensität kommt als Treiber von Open Innovation in KMU der größte Einfluss zu, Internationalisierung besitzt hingegen den geringsten Einfluss. Insgesamt ist jedoch festzustellen, dass durch die drei berücksichtigen Faktoren nur 18,5 Prozent der vorgefundenen Varianz in Bezug auf Open Innovation in KMU erklärt werden können. Das heißt, es sind zukünftig weitere Faktoren für das Verständnis über die relevanten Treiber von Open Innovation in KMU heranzuziehen. Y1 - 2019 UR - https://www.econstor.eu/handle/10419/196169 UR - https://www.econstor.eu/bitstream/10419/196169/1/1663668507.pdf PB - Dr. Werner Jackstädt-Zentrum für Unternehmertum und Mittelstand CY - Flensburg ER - TY - GEN A1 - Martin, Alexander A1 - Keller, Arne A1 - Fortwengel, Johann T1 - Introducing conflict as the microfoundation of organizational ambidexterity T2 - Strategic organization N2 - This article contributes to our understanding of organizational ambidexterity by introducing conflict as its microfoundation. Existing research distinguishes between three approaches to how organizations can be ambidextrous, that is, engage in both exploitation and exploration. They may sequentially shift the strategic focus of the organization over time, they may establish structural arrangements enabling the simultaneous pursuit of being both exploitative and explorative, or they may provide a supportive organizational context for ambidextrous behavior. However, we know little about how exactly ambidexterity is accomplished and managed. We argue that ambidexterity is a dynamic and conflict-laden phenomenon, and we locate conflict at the level of individuals, units, and organizations. We develop the argument that conflicts in social interaction serve as the microfoundation to organizing ambidexterity, but that their function and type vary across the different approaches toward ambidexterity. The perspective developed in this article opens up promising research avenues to examine how organizations purposefully manage ambidexterity. KW - Conflict management KW - Conflicts KW - Exploitation and exploration KW - Microfoundation KW - Organizational ambidexterity KW - Tensions Y1 - 2019 U6 - https://doi.org/10.1177/1476127017740262 SN - 1741-315X SN - 1476-1270 VL - 17 IS - 1 SP - 38 EP - 61 PB - Sage CY - London ER - TY - CHAP A1 - Martin, Alexander A1 - Behrends, Thomas ED - Müller, David T1 - Strukturentwicklung als Führungsaufgabe in KMU : die betriebsgrößenbedingte Entwicklung organisationaler Führungsfähigkeiten T2 - Controlling für kleine und mittlere Unternehmen Y1 - 2017 SN - 978-3-11-051487-2 SP - 288 EP - 310 PB - De Gruyter Oldenbourg CY - Berlin ET - 2., überarbeitete und erweiterte Auflage ER - TY - JOUR A1 - Martin, Alexander T1 - Kurzrezension zu Hochmann, Lars (2016): Die Aufhebung der Leblosigkeit : eine praxis- und naturtheoretische Dekonstruktion des Unternehmerischen (Metropolis) Y1 - 2018 SN - 2625-5421 VL - 33 IS - 2 SP - 56 PB - Ökologisches Wirtschaften CY - München ER -