Zobrazeno 1 - 10
of 23
pro vyhledávání: '"Dimosthenis Kotsopoulos"'
Publikováno v:
Administrative Sciences, Vol 14, Iss 2, p 35 (2024)
The recent circumstances of the COVID-19 crisis have brought significant changes to employees’ personal, as well as organizational, lives. For office workers worldwide, this has come as a result of the abrupt and wide adoption of telework, as organ
Externí odkaz:
https://doaj.org/article/2fd19ccd27a94a689edbba9d3dcda37d
Publikováno v:
Heliyon, Vol 9, Iss 5, Pp e16314- (2023)
Employees can help organizations attain Corporate Environmental Performance (CEP) goals and save on energy bills, by conserving electricity. However, they lack the motivation. Information Systems (IS)-enabled energy-related feedback interventions fea
Externí odkaz:
https://doaj.org/article/2b91cdc227f24b2e8b1269ac80d690cf
Publikováno v:
Administrative Sciences, Vol 13, Iss 4, p 110 (2023)
Metaphors and storytelling are important communication tools that play a significant role in leadership and organizational life. Leaders have used metaphors and storytelling to enhance their written and verbal communication from ancient times, since
Externí odkaz:
https://doaj.org/article/3c19bdf89b3f40a585f780fb8d041c42
Autor:
Dimosthenis Kotsopoulos
Publikováno v:
Energies, Vol 15, Iss 21, p 8214 (2022)
Almost a century after its onset, the present era—when human endeavor significantly affects the environment and the future of the Earth’s ecosystem—is now regularly being referred to as the “Anthropocene”. Electric energy is recognized as o
Externí odkaz:
https://doaj.org/article/390463e1bcbc4bddbe3037afaa8d7156
Autor:
Alfonso P. Ramallo-González, Cleopatra Bardaki, Dimosthenis Kotsopoulos, Valentina Tomat, Aurora González Vidal, Pedro J. Fernandez Ruiz, Antonio Skarmeta Gómez
Publikováno v:
Buildings, Vol 12, Iss 6, p 708 (2022)
The arrival of the Internet of Things (IoT) paradigm has opened the door to a variety of services for building users. Considering the long-lasting issue of high energy use by buildings and low-energy literacy, it is tempting to use this new technolog
Externí odkaz:
https://doaj.org/article/ca510e1e95b442ed8316109c433b7eb4
Publikováno v:
Administrative Sciences, Vol 10, Iss 3, p 39 (2020)
Innovative technology enterprises are recognized internationally as an important pillar in modern economic activity. This paper presents the findings from a research combining qualitative and quantitative methods, with the specific goal of identifyin
Externí odkaz:
https://doaj.org/article/86419cf248fb40349ea89fc727ecadc5
Publikováno v:
International Journal of Serious Games, Vol 5, Iss 2 (2018)
Gamification can be used to effect positive behavioral change in various fields, including energy conservation. This paper reports on a survey we conducted to formulate a holistic view of users’ profiles and preferences in an Internet of Things (Io
Externí odkaz:
https://doaj.org/article/5bd66f026523414ca44886d4bf7e555d
Publikováno v:
Journal of Business Research. 139:1177-1191
Knowledge Intensive Enterprises (KIEs) constitute one of the most promising forms of entrepreneurial activity that can boost economic growth. Especially within the context of Innovation Ecosystems (IEs), KIEs play a central role in modern innovation
Gamification is increasingly utilized in modern organizational environments to increase motivation and compliance toward organizational goals. To improve its effectiveness in achieving behavioral change, designers routinely design and implement speci
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::f02f8f9a08ed2dd06a7492982a05e9b3
https://doi.org/10.4018/978-1-6684-4291-3.ch015
https://doi.org/10.4018/978-1-6684-4291-3.ch015
Autor:
Dimosthenis Kotsopoulos, Cleopatra Bardaki, Katerina Pramatari, Thanasis G. Papaioannou, George D. Stamoulis
Publikováno v:
International Journal of E-Services and Mobile Applications. 12:15-39
Gamification is a contemporary powerful means of affecting human behavior. However, its effectiveness relies on both the users' profiles and non-game context characteristics. This article focused on designing gamified interventions guided by the user