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Sell, A., Jeansson, J., Helmefalk, M., Allmér, H. & Marcusson, L. (2023). Conceptualizing information systems as biological ecosystems - a ”new” vocabulary for speaking of information systems. In: Andreja Pucihar;Mirjana Kljajić Borštnar;Roger Bons;Guido Ongena;Marikka Heikkilä;Doroteja Vidmar (Ed.), 36th Bled eConference – Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability: June 25 – 28, 2023, Bled, Slovenia, Conference Proceedings. Paper presented at 36th Bled eConference, Bled, Slovenia, June 25-28, 2023 (pp. 647-662). University of Maribor Press, 36
Open this publication in new window or tab >>Conceptualizing information systems as biological ecosystems - a ”new” vocabulary for speaking of information systems
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2023 (English)In: 36th Bled eConference – Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability: June 25 – 28, 2023, Bled, Slovenia, Conference Proceedings / [ed] Andreja Pucihar;Mirjana Kljajić Borštnar;Roger Bons;Guido Ongena;Marikka Heikkilä;Doroteja Vidmar, University of Maribor Press , 2023, Vol. 36, p. 647-662Conference paper, Published paper (Refereed)
Abstract [en]

Biological ecosystems and related concepts are well known and have been used for a long time, also outside of the ecology context. In this conceptual paper, we explore the use of biological ecosystem concepts as a new lens to understand and analyze information systems.  We propose that applying a frame of reference from a different discipline enriches information systems analysis in several ways, firstly through broadening the perspective of information systems, secondly by offering connections to phenomena and areas that were previously outside of the scope of the information system, and lastly through offering a new viewpoint on actors, roles and functions within an information system. Further research is needed to deepen our understanding of the information system ecosystem and apply this approach to other business activities.

Place, publisher, year, edition, pages
University of Maribor Press, 2023
Keywords
Biological ecosystem, Ecosystem, Information system, Information system ecosystem, Socio-technical system.
National Category
Information Systems
Research subject
Computer and Information Sciences Computer Science, Information Systems
Identifiers
urn:nbn:se:lnu:diva-123853 (URN)10.18690/um.fov.6.2023.39 (DOI)2-s2.0-85173603430 (Scopus ID)9789612867515 (ISBN)
Conference
36th Bled eConference, Bled, Slovenia, June 25-28, 2023
Available from: 2023-08-22 Created: 2023-08-22 Last updated: 2025-02-19Bibliographically approved
Allmér, H. & Marcusson, L. (2022). Storytelling: Strukturerat berättande från lägerelden till det digitala rummet. Lund: Studentlitteratur AB
Open this publication in new window or tab >>Storytelling: Strukturerat berättande från lägerelden till det digitala rummet
2022 (Swedish)Book (Other academic)
Abstract [sv]

En story är en strukturerad berättelse med budskap, mål och målgrupp. Genom att slå an på känslorna hos mottagaren – oavsett om det gäller ett strukturerat berättande runt lägerelden eller i det digitala rummet är storytelling ett användbart verktyg för att nå ut med ett budskap.

På ett lättillgängligt sätt förmedlas här grundläggande arbetssätt, verktyg, teorier samt berättelser och storyexempel. Del 1 ger bakomliggande teorier som underlättar skapandet, del 2 beskriver stegvis storyskapandet och del 3 kompletterar del 1 och 2 genom att tillföra kompletterande arbetsmetoder.

Boken riktar sig till såväl studenter på universitets- och högskole­nivå som elever på folkhögskola, yrkeshögskola och gymnasieskola. Den riktar sig även till yrkesverksamma inom kommunikation, likväl till chefer och ledare.

Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2022. p. 211
National Category
Media and Communications Business Administration
Research subject
Economy, Marketing
Identifiers
urn:nbn:se:lnu:diva-109950 (URN)9789144156187 (ISBN)
Available from: 2022-01-29 Created: 2022-01-29 Last updated: 2025-01-31Bibliographically approved
Marcusson, L. (2020). Gamification is. In: Miralem Helmefalk & Leif Marcusson (Ed.), Utilizing gamification in servicescapes for improved consumer engagement: (pp. 24-49). Hershey: IGI Global
Open this publication in new window or tab >>Gamification is
2020 (English)In: Utilizing gamification in servicescapes for improved consumer engagement / [ed] Miralem Helmefalk & Leif Marcusson, Hershey: IGI Global, 2020, p. 24-49Chapter in book (Refereed)
Abstract [en]

Gamification is the use of game mechanics in non-game situations for the players' / users' own goals by strengthening their intrinsic motivation. Game mechanics can for example be pins, badges, avatars, and leveling. The expression gamification was created in 2002 and is still in use although it has always been a problematic term. There are many models, methods, and tools to choose between when creating gamified applications. But regardless of which choice is made, the player / user must be in the center and knowledge about him/her used. A gamified application must in principle be digital and give instant feedback and reward. The effects of tiredness are particularly interesting since they limit the possibilities of gamification and would be of interest to investigate more.

Place, publisher, year, edition, pages
Hershey: IGI Global, 2020
Series
Advances in Business Strategy and Competitive Advantage (ABSCA), ISSN 2327-3429, E-ISSN 2327-3437
National Category
Business Administration
Research subject
Economy, Business administration
Identifiers
urn:nbn:se:lnu:diva-93118 (URN)10.4018/978-1-7998-1970-7.ch002 (DOI)1799819701 (ISBN)9781799819707 (ISBN)9781799819721 (ISBN)
Available from: 2020-03-25 Created: 2020-03-25 Last updated: 2020-03-30Bibliographically approved
Marcusson, L. & Lundqvist, S. (2020). Teachers´ view of servicescape: experience from a gamified distance course. In: Miralem Helmefalk & Leif Marcusson (Ed.), Utilizing gamification in servicescapes for improved consumer engagement: (pp. 224-251). Hershey: IGI Global
Open this publication in new window or tab >>Teachers´ view of servicescape: experience from a gamified distance course
2020 (English)In: Utilizing gamification in servicescapes for improved consumer engagement / [ed] Miralem Helmefalk & Leif Marcusson, Hershey: IGI Global, 2020, p. 224-251Chapter in book (Refereed)
Abstract [en]

It is well-known that student motivation is an important factor for achieving good learning results. This is no less interesting for distance courses where the students usually lack the contexts that are naturally available to campus students, something that can lower motivation. Gamification is sometimes mentioned as a means for raising motivation. Furthermore, the course servicescape can positively and negatively influence the students' motivation. This chapter presents teacher experience from developing and using gamified distance courses. The result is useful for both practice and research, and the most important lessons learned are to consider the learning platform's opportunities and limitations carefully before starting the practical work with a gamified course development as well as the willingness to spend enough time for assignments like this.

Place, publisher, year, edition, pages
Hershey: IGI Global, 2020
Series
Advances in Business Strategy and Competitive Advantage (ABSCA), ISSN 2327-3429, E-ISSN 2327-3437
National Category
Business Administration
Research subject
Economy, Business administration
Identifiers
urn:nbn:se:lnu:diva-93120 (URN)10.4018/978-1-7998-1970-7.ch009 (DOI)1799819701 (ISBN)9781799819707 (ISBN)9781799819721 (ISBN)
Available from: 2020-03-25 Created: 2020-03-25 Last updated: 2020-03-30Bibliographically approved
Helmefalk, M. & Marcusson, L. (Eds.). (2020). Utilizing gamification in servicescapes for improved consumer engagement. Hershey: IGI Global
Open this publication in new window or tab >>Utilizing gamification in servicescapes for improved consumer engagement
2020 (English)Collection (editor) (Refereed)
Abstract [en]

As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

Place, publisher, year, edition, pages
Hershey: IGI Global, 2020. p. 319
Series
Advances in Business Strategy and Competitive Advantage (ABSCA), ISSN 2327-3429, E-ISSN 2327-3437
National Category
Business Administration
Research subject
Economy, Business administration
Identifiers
urn:nbn:se:lnu:diva-93116 (URN)10.4018/978-1-7998-1970-7 (DOI)1799819701 (ISBN)9781799819707 (ISBN)9781799819721 (ISBN)
Available from: 2020-03-25 Created: 2020-03-25 Last updated: 2020-03-30Bibliographically approved
Helmefalk, M., Marcusson, L. & Sell, A. (2020). “Who cares about fireworks?”: A study on digital coaching, gamification and exercise motivation. In: Proceedings of the 53rd Hawaii International Conference on System Sciences: . Paper presented at 53rd Hawaii International Conference on System Sciences (HICSS), Honolulu, USA, January 7-10, 2020 (pp. 1266-1275). University of Hawai'i Press
Open this publication in new window or tab >>“Who cares about fireworks?”: A study on digital coaching, gamification and exercise motivation
2020 (English)In: Proceedings of the 53rd Hawaii International Conference on System Sciences, University of Hawai'i Press, 2020, p. 1266-1275Conference paper, Published paper (Refereed)
Abstract [en]

Digital coaching systems offer users support in their physical training through insights and advice based on the individual’s activity data. Often these systems utilize gamification mechanisms to motivate users. In this study we conduct interviews with digital coaching users to understand how digital coaching systems are used to motivate physical activity, what kind of a role gamification plays, and how digital coaching systems should be developed further to better motivate users. We find that data itself is more motivating than gamification mechanisms, that players use data to play their own, internal games; and that data is also used for social purposes. We find that the benefits from digital coaches today are limited and mainly related to accurate exercise tracking and visualization of user data. Gamified elements are used on a low level and not perceived as value-adding by the users; deeper understanding of motivation theory and promoting intrinsic motivation is needed.

Place, publisher, year, edition, pages
University of Hawai'i Press, 2020
Keywords
Coaching, Gamification, Digital coaching, Physical training, Wellness intervention, Self-determination theory
National Category
Information Systems, Social aspects
Research subject
Economy, Ledarskap, entreprenörskap och organisation
Identifiers
urn:nbn:se:lnu:diva-93204 (URN)10.24251/HICSS.2020.156 (DOI)2-s2.0-85098071433 (Scopus ID)9780998133133 (ISBN)
Conference
53rd Hawaii International Conference on System Sciences (HICSS), Honolulu, USA, January 7-10, 2020
Available from: 2020-03-31 Created: 2020-03-31 Last updated: 2021-12-08Bibliographically approved
Marcusson, L. & Lundqvist, S. (2019). Core competencies' core context! (1ed.). In: Maki Habib (Ed.), Advanced online education and training technologies: (pp. 75-95). Hershey PA, USA: IGI Global
Open this publication in new window or tab >>Core competencies' core context!
2019 (English)In: Advanced online education and training technologies / [ed] Maki Habib, Hershey PA, USA: IGI Global, 2019, 1, p. 75-95Chapter in book (Refereed)
Abstract [en]

This chapter stresses the importance of putting core competence in its specific and accurate context to optimize its usefulness. Otherwise, the value might easily erode or even get totally lost. This research highlights core competence in the contexts of recruiting and educating IT project managers. A longitudinal study (2010 – 2013) scrutinized 325 advertisements for IT project managers. A core competence lens was used on the findings to test if such a lens was applicable to the project area (recruitment and training), which it was. This chapter follows-up on the prior research that proposes both recruitment and further training of IT project managers would gain from applying the core competence concept. The main reason for this goes back to understanding the importance of acknowledging the context, and of acting accordingly to reach customer perceived benefits / values. Core competence must be considered in the light of end products and business value.

Place, publisher, year, edition, pages
Hershey PA, USA: IGI Global, 2019 Edition: 1
Series
Advances in Educational Technologies and Instructional Design (AETID) Book Series, ISSN 2326-8905, E-ISSN 2326-8913
National Category
Business Administration
Research subject
Economy
Identifiers
urn:nbn:se:lnu:diva-77341 (URN)10.4018/978-1-5225-7010-3.ch005 (DOI)9781522570103 (ISBN)1522570101 (ISBN)9781522570110 (ISBN)
Available from: 2018-08-27 Created: 2018-08-27 Last updated: 2023-04-18Bibliographically approved
Sell, A., Walden, P., Carlsson, C., Helmefalk, M. & Marcusson, L. (2019). Digital coaching to support university students’ physical activity. In: Andreja Pucihar, Mirjana Kljajić Borštnar, Roger Bons, Juergen Seitz, Helen Cripps & Doroteja Vidmar (Ed.), 32nd Bled eConference Humanizing Technology for a Sustainable Society, BLED 2019: conference proceedings. Paper presented at 32nd Bled eConference Humanizing Technology for a Sustainable Society, Bled, Slovenia, June 16-19, 2019 (pp. 599-618). Maribor, Slovenia: University of Maribor Press
Open this publication in new window or tab >>Digital coaching to support university students’ physical activity
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2019 (English)In: 32nd Bled eConference Humanizing Technology for a Sustainable Society, BLED 2019: conference proceedings / [ed] Andreja Pucihar, Mirjana Kljajić Borštnar, Roger Bons, Juergen Seitz, Helen Cripps & Doroteja Vidmar, Maribor, Slovenia: University of Maribor Press , 2019, p. 599-618Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we aim to find out if digital coaching could support students to become physically more active. Studies show a worldwide trend of declining physical activity, and students are no exception. The search for means to keep the younger population physically active is not an easy task but technology will for sure play an important role in alleviating this trend. If a digital coach is one of the possible solutions it needs to offer support and feedback that are relevant to the students in their everyday activities. We carried out a survey with 138 undergraduate students to find out if features expected of a professional trainer who coaches athletes would be important also for a digital coach for it to be attractive and useful for students.

Place, publisher, year, edition, pages
Maribor, Slovenia: University of Maribor Press, 2019
Keywords
Digital coach, Everyday activities, Training technology, Physical activity, University Students
National Category
Information Systems, Social aspects
Research subject
Computer and Information Sciences Computer Science, Information Systems
Identifiers
urn:nbn:se:lnu:diva-93200 (URN)10.18690/978-961-286-280-0.32 (DOI)2-s2.0-85088899668 (Scopus ID)9789612862800 (ISBN)
Conference
32nd Bled eConference Humanizing Technology for a Sustainable Society, Bled, Slovenia, June 16-19, 2019
Available from: 2020-03-31 Created: 2020-03-31 Last updated: 2021-05-07Bibliographically approved
Helmefalk, M. & Marcusson, L. (2019). Gamification in a servicescape context: a conceptual framework. International Journal of Internet Marketing and Advertising, 13(1), 22-46
Open this publication in new window or tab >>Gamification in a servicescape context: a conceptual framework
2019 (English)In: International Journal of Internet Marketing and Advertising, ISSN 1477-5212, E-ISSN 1741-8100, Vol. 13, no 1, p. 22-46Article in journal (Refereed) Published
Abstract [en]

While gamification has gained in popularity across different research domains, there is still scarce knowledge on gamification in a servicescape context. The little research that exists in this field does not point in any clear direction. However, further investigation of gamification can provide researchers and practitioners with opportunities to further understand, embed and implement gamification into their marketing activities. To solve these issues, this research reviews contemporary servicescape and gamification literature and conceptualises a framework showing how gamification and its mechanics are linked to the concept of servicescapes and its marketing outcomes. This review highlights gamified mechanics in servicescapes as visible, non-visible and platform dependent. These are shown to influence cognitive and affective responses such as engagement, motion, flow and emotions, which subsequently have impact on long and short-term marketing outcomes. Theoretical and managerial implications are also discussed.

Place, publisher, year, edition, pages
InderScience Publishers, 2019
Keywords
Atmospheres, Engagement, Gamification, Marketing, Motivation, Retailing, Servicescape, Stimuli, Organism and response, S-O-R, Value, Customer behaviour
National Category
Business Administration
Research subject
Economy, Business administration
Identifiers
urn:nbn:se:lnu:diva-81514 (URN)10.1504/IJIMA.2019.097894 (DOI)2-s2.0-85062178245 (Scopus ID)
Available from: 2019-03-29 Created: 2019-03-29 Last updated: 2019-09-04Bibliographically approved
Sell, A., Walden, P., Jeansson, J., Lundqvist, S. & Marcusson, L. (2019). Go Digital: B2C Microenterprise Channel Expansions. Journal of Electronic Commerce Research, 20(2), 75-90
Open this publication in new window or tab >>Go Digital: B2C Microenterprise Channel Expansions
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2019 (English)In: Journal of Electronic Commerce Research, ISSN 1938-9027, E-ISSN 1526-6133, Vol. 20, no 2, p. 75-90Article in journal (Refereed) Published
Abstract [en]

Online channels are highly relevant for microenterprises, but research focusing specifically on the challenges and circumstances faced by microenterprises doing channel expansions is scarce. A channel expansion is a strategic decision that will modify the business strategy of the company. Through twenty-two case studies in Finland and Sweden, we investigate microenterprises doing channel expansions. The goal of the research is to find out how microenterprises carry out channel expansions and what characteristics emerge from the two national samples. We look at the channel expansion from a business model perspective, which gives us a practical tool to probe the microentrepreneurs to discuss their expansions from many dimensions. Our findings show that microenterprises struggle to balance technology, business, and customer demands with competence and resources. A lack of strategic planning leads to a situation where both positive and negative outcomes of the channel expansions are largely unanticipated and unexpected.

Place, publisher, year, edition, pages
California State University, 2019
Keywords
Business models, Channel expansion, Competence, Micro-entrepreneurs, Micro-enterprises, Online channels, Owner-managers, SMEs
National Category
Business Administration
Research subject
Economy, Business Informatics; Economy, Ledarskap, entreprenörskap och organisation
Identifiers
urn:nbn:se:lnu:diva-83650 (URN)000467415100001 ()2-s2.0-85066034515 (Scopus ID)
Available from: 2019-05-28 Created: 2019-05-28 Last updated: 2025-05-23Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-1992-7979

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