TU Berlin

Chair of Information and Communication ManagementHead of Chair

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Prof. Dr. Ruediger Zarnekow

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Prof. Dr. Ruediger Zarnekow holds the Chair for Information and Communication Management at the Berlin Institute of Technology. His research focuses on the areas of Strategic IT Management, Electronic Business, Telecommunications Management and Business Models for the ICT industry. Previously, he worked at the Institute of Information Management at the University of St. Gallen, Switzerland, where he lead the competence center “Industrialization of Information Management”. Prof. Zarnekow has been working as a consultant in the area of IT management for many years. He is a cofounder of IT Management Partner St. Gallen AG: As an author he has published various books and research articles.

Curriculum Vitae

  • In 2013 awarded "TUB Entrepreneurship Supporter des Jahres" for extraordinarily engagement in the field entrepreunership
  • Currently holds the Chair for Information and Communication Management at the Berlin Institute of Technology
  • Research focus on IT Management (Organization, Business Processes, Sourcing, Cost-Benefit-Analysis, Controlling), Business Models, Telecommunications Management, Slectronic Business.
  • From 2001 through 2006 Assistant Professor at the University of St. Gallen, Switzerland, and project manager of the competence center “Industrialised IT Management” in cooperation with Deutsche Telekom, Deutsche Bank, Deutsche Bahn, Bayer Business Services, Swisscom IT Services, Syskoplan.
  • PhD at University of Freiberg, MSc in Advanced Software Technologies at the University of Wolverhampton, Diploma in Computer Science (Dipl.-Inf.) at the European Business School, Oestrich Winkel.
  • Co-author of a study on “Quality of Service Internet Business Models” prepared on behalf of 6 European Telecommunication Carriers.
  • Author/Co-author of 10 books and more than 70 research publications
  • 15 years of consulting and industry experience in the areas of strategic IT management, ICT business models, Electronic Business and IT service management.
  • Since 2008 co-founder and partner of IT Management Partner St. Gallen AG.
  • From 1999 through 2006 Managing Partner of ITMC Informatik Technologie Management Consulting GmbH, Essen.
  • Business Angel and Mentor for various Start-up Companies in the high-tech sector
  • Previously worked for T-Systems Multimedia Solutions, Accenture, University of Essen, University of Freiberg.

Publications

How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification
Citation key Riar.2020a
Author Riar, Marc and Morschheuser, Benedikt and Hamari, Juho and Zarnekow, Rüdiger
Pages 695-704
Year 2020
Location Maui, Hawaii
Journal 53rd Hawaii International Conference on System Sciences (HICSS 2020), Maui, HI, January 7-10, 2020
Month 1
Note Best Paper Award
Abstract Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. While some games indeed are geared for cooperation, majority of games also aim toward competition or just non-social activity. Therefore, a prominent research problem exists in understanding how different game and gamification design may lead to altruistic sentiment and collective action. In this study, we investigated how the engagement with cooperative game features relates to the emergence of altruism and whether altruism leads to the formation of we-intentions in a gaming context. We employed data gathered among players of the augmented reality game Ingress (N=206) and analyzed the data using PLS-SEM. The results show that game features can give rise to altruism and that altruism can invoke we-intentions via cooperative goal structures (we-goals) of individuals. In addition to providing important insights regarding how cooperation emerges within games, this study provides implications for cultivating cooperation by gamification.
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