Chair of
Business information systems

Prof. Dr. Markus Bick, director of the Chair of Business Information SystemsThe main objective of the BIS team in teaching is that students should be able to understand how firms are using information systems as well as information and communication technologies to transform business models, develop new strategies, innovate with new services and products and achieve operational excellence. Within the various programmes at ESCP Campus Berlin, we tailor the BIS related learning objectives and learning content specifically to the learners’ needs.

- Prof. Dr. Markus Bick

Our research and publications cover the main topics in Business Information Systems and Digitization. Within these areas we currently focus on:

  • Digital Capabilities of the individual and the firm
    • Digital Competencies
    • Digital Marketing
  • Social Knowledge Environments and Crowd Knowledge
  • Social Media and Networks
  • Gamification

The team

Back from left to right: Barbara Lutz, Prof. Dr. Markus Bick, Mahdieh Darvish, Luca Laule, Tristan Thordsen

KIDDINX Project

Since 2019 Professor Bick and his team investigate questions about the audio industry together with the Berlin-based company Kiddinx Media GmbH. A special focus is placed on Kiddinx’ main target group “children” and related offers, such as children's radio plays. In particular, questions on the topics of "New market structures and technology trends in the audio industry", "Personas and customer journeys related to Kiddinx" and "Competence requirements in the digital world" are at the core of this cooperation.

This project is a great opportunity to connect theoretical knowledge with practical questions of a real company that has to deal with several challenges around digital transformation. Furthermore, it allows deep and rich insights into a specific industry which is often taken as an example for digital disruption.

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FORESIGHT Project

Logo of Foresight, Campus Berlin, ESCP

The ERASMUS+ research project FOReSiGHT aims at creating a digital collaboration platform between universities and companies to foresee and deliver future skills for interfacing between tech and non-tech professionals on intelligent automation, digital transformation and algorithmic governance, risk management, fostering resilience and flexibility.

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Map4Accessibility Project

Logo of Map4Accessibility project, Campus Berlin, ESCP

Map4Accessibility is a project funded by the ERASMUS+ programme of the European Union. The main goal is the development of an app which makes it possible to document the accessibility of various public spaces for disabled people on a digital map. During the project, students of higher education institutions will actively be engaged, following the service-learning approach. Besides the app, a guide on accessibility for online and offline activities will be designed. Map4Accessibility is a consortium of seven partner organisations from Italy, Belgium, Bulgaria, Portugal, and Germany.

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Teaching
We offer the following courses:

Bachelor in
Management (BSc)

  • Digital transformation
  • Operation Management & Business Information Systems
  • Academic Writing Skills
Go to the programme

Master in
Management

  • Business Simulation Game
  • Specialization: Leading in AI and Big Data
  • Digital Spark Seminar
Go to the programme

All
MSc Tracks

  • Business Information Systems
Go to the programme

MBA in
International Management

  • Big Data
  • Global Knowledge Management
  • Business Simmulation Game
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Executive Master in
Digital Innovation and Entrepreneurial Leadership

  • Technological Fundamentals of Digital Innovation
Go to the programme

MSc
Big Data and Business Analytics

  • Enterprise Systems Improvement
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EMBA
Executive MBA

  • Business Game
Go to the programme

Research

Research Approach

In our research we mainly focus on the effective and efficient design and utilization of information systems by individuals, groups, enterprises, and society for the improvement of social welfare. By that, our research is multi-disciplinary orientated, covering important peripheral or complementary areas as well if developments in the field of business information systems are affected. Examples cover interdependencies with the fields of social media, digital business and transformation etc. Our main objective is to gather theoretical knowledge, methods, tools and intersubjectively comprehensible findings regarding modern digital information systems and technologies. In doing so, we apply methods and tools from various disciplines and sciences, if needed developing them further, to analyse, design, implement, or manage modern information systems as well as information and communication technologies in the digital age.

Research topics

Crowd Knowledge

Crowd Knowledge is constituted by the collaborative efforts of dispersed users to aggregate and enrich information. Social Knowledge Environments provide tools that facilitate processes leading to the creation and utilization of crowd knowledge. The pervasion of networks and communication technology fostered the implementation and use of crowd-based methods in our everyday life.
As Crowd Knowledge presents a cost-efficient and anytime available approach to process information and even gain knowledge, a multitude of interesting possibilities and use cases arises. In our research, we focus on two aspects. First, we aim to define crowd knowledge and establish an artefact framework to support technical interoperability as well as provide a basis for scientifically consistent analyses and discussion of crowd-based approaches. The second research area is the understanding of the effect of presented crowd knowledge artefact attributes onto users’ perception and selection, depending on the personal relevance. The exchange of complex information between persons with a high variety of educational backgrounds is common in both healthcare and consulting. Therefore, those fields often present a fertile environment for our research.

Digital Capabilities

This topic comprises both the digital capabilities of the individual (Digital Competencies) as well as those of an organization (Digital Maturity).
Digital capabilities in a working context are an increasingly popular but rather unexplored field of research. Given that current research on digitization`s impact on workforce is mainly driven by macroeconomic studies dealing with aggregated indicators such as the unemployment rate, our focus is placed on investigating the individual employee level.
In our first paper on this topic (Murawski and Bick 2017), we elaborate on the current understanding of digital capabilities based on extant literature and find that there is a lack of both sound definitions and distinctions to related concepts such as IT skills (the so-called jargon jungle). We examine and discuss further research opportunities and conclude by providing a first draft of a research agenda. In our second paper on digital capabilities (Murawski and Bick 2017), we focus on required capabilities for a specific ‘digital’ occupation, namely big data professionals. For this, we analyse online job ads by making use of a text mining approach (i.e., a topic model). Additionally, for gaining a better understanding of the short supply of data professionals on the labour market, we investigate what capabilities are imparted through data-related master`s programmes by conducting a content analysis on master’s programmes curricula. Through comparing required and imparted capabilities we can identify different ‘gaps’ for different competence areas and discuss related implications.
Current research projects aim at exploring required digital capabilities of employees in knowledge-intense industries and in identifying organizational requirements which are prerequisites for unfolding individual digital capabilities.

Adaptive Gamification

Adaptive gamification is an emerging and fast-growing research stream, that enhances traditional gamification approaches with user-centered, personalized and adaptive incentive mechanisms, tailored to a specific characteristic of different users and contexts.
While game-like elements have been successfully applied to increase end-user engagement, satisfaction and task performance in different domains, the effectiveness has often been mixed, highly context specific and varied among individuals.
Therefore our research focus is to undersand how adaptive gamification appraoches can be developed to overcome such problems.

Organizational Requirements for Digital Transformation

The digital transformation has revolutionized traditional structures of the working world in less than a decade. As new connected, smart, human-centered and cloud-based technologies find their way into organizations, innovation and product life cycles shorten drastically. Established processes and business models are challenged. Thus organizations need to evolve in order to stay competitive in this VUCA (volatile, uncertain, complex and ambiguous) world. In this context, we investigate organizational requirements crucial for the advantageous use of the employees’ individual competencies for the purpose of ensuring the organization’s competitiveness. In order to answer our research question we conducted semi-structured expert interviews in the field of knowledge work. Through inductive content analysis of the interview transcripts and a review of the literature in this field we were able to identify a number of new organizational requirements to support the organization’s competitiveness in the era of digital transformation. Current research addresses new roles and positions emerging in the era of digital transformation.

Focus on:
Last Publications

Journal article

DURACH, C., F., T. BLESIK, M. VON DÜRING, M. BICK (2021) Blockchain Applications in Supply Chain Transactions JOURNAL OF BUSINESS LOGISTICS, 42 (1), 7-24

Journal article

BICK, M., T.-F. KUMMER, S. PELZL (2021) A conceptualisation of privacy risk and its influence on the disclosure of check-in services information INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT, 57, Article number: 102266

Journal article

BÜHLER, J., M.MURAWSKI, M.DARVISH, M.BICK (2020) Developing a Model to Measure Fake News Detection Literacy of Social Media Users LECTURE NOTES IN COMPUTER SCIENCE / BOOK: DISINFORMATION, MISINFORMATION, AND FAKE NEWS IN SOCIAL MEDIA

Journal article

BÖCKLE, M., J. NOVAK, M. BICK (2020) Exploring gamified persuasive system design for energy saving JOURNAL OF ENTERPRISE INFORMATION MANAGEMENT, 33(6), 1337-1356 pp

Publications
Find an overview

Display:
97 publications

Academic Articles

2024

BICK, M., M. DARVISH, J. -H. HOLST

Explainable AI in healthcare: Factors influencing medical practitioners’ trust calibration in collaborative tasks

PROCEEDINGS OF THE HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS)

Academic Articles

2023

BÖCKLE, M., M. BICK, J. NOVAK

Toward a Design Theory of User-Centered Score Mechanics for Gamified Competency Development

INFORMATION SYSTEMS MANAGEMENT, 40(1), 2-28

Academic Articles

2023

BICK, M., C. DONG, A. SAXENA, A. SABIA

On the Journey to AI Maturity

AIS TRANSACTIONS ON ENTERPRISE SYSTEMS, Vol. 6 No. 1

Academic Articles

2023

BICK, M., S. BRAUNER, M. MURAWSKI

The development of a competence framework for artificial intelligence professionals using probabilistic topic modelling

JOURNAL OF ENTERPRISE INFORMATION MANAGEMENT

Academic Articles

2023

BICK, M., T. THORDSEN

The Importance of Platforms to Achieve Digital Maturity

LECTURE NOTES IN BUSINESS INFORMATION PROCESSING, 464, 339–351

Academic Articles

2023

BICK, M., M. DARVISH, L. KERESZTYEN

Virtual Immersive Workplaces: The New Norm? – A Qualitative Study on the Impact of VR in the Workplace

LECTURE NOTES IN BUSINESS INFORMATION PROCESSING, 464, 665–677

Academic Articles

2023

SCHUMACHER, T., M. FESTING, M. BICK

Toward a Mid-Range Design Theory for Developing Pedagogically Effective Serious Games

INFORMATION SYSTEMS MANAGEMENT

Academic Articles

2023

THORDSEN, T., M. BICK

A decade of digital maturity models: much ado about nothing?

INFORMATION SYSTEMS AND E-BUSINESS MANAGEMENT, 21, 947-976

Academic Articles

2023

DARVISH, M., M. BICK

The Role of Digital Technologies in the Music Industry—A Qualitative Trend Analysis

INFORMATION SYSTEMS MANAGEMENT, 1-20

Academic Articles

2023

BICK, M., A. JOUBERT, M. MURAWSKI

Measuring the Big Data Readiness of Developing Countries – Index Development and its Application to Africa

INFORMATION SYSTEMS FRONTIERS, 25(1), 327–350

Team and contact

Prof. Dr. Markus Bick,Chair owner, Chair of Business Information Systems, Berlin Campus, ESCP

Prof. Dr. Markus Bick

Chair Owner of Business Information Systems
mbick@escp.eu
Barbara Lutz, Chair Assistant, Berlin Campus, ESCP

Barbara Lutz

Assistant
blutz@escp.eu
Mahdieh Darvish, Research Assistant / PHD-Student, Chair of Business Information Systems, Berlin Campus, ESCP

Mahdieh Darvish

Research assistant / PhD student
mdarvish@escp.eu
Luca Laule, Research Assistant / PHD-Student, Berlin Campus, ESCP

Luca Laule

Research assistant / PhD student
llaule@escp.eu
Tristan Thordsen, Research Assistant / PHD-Student, Berlin Campus, ESCP

Tristan Thordsen

Research assistant / PhD student
tthordsen@escp.eu
 

Former Research Assistants

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