Chair ofBusiness information systems
The 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
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.Know More
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.Know More
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.Know More
We offer the following courses:
- Digital transformation
- Operation Management & Business Information Systems
- Academic Writing Skills
- Business Simulation Game
- Specialization: Leading in AI and Big Data
- Digital Spark Seminar
- Big Data
- Global Knowledge Management
- Business Simmulation Game
Executive Master in
Digital Innovation and Entrepreneurial Leadership
- Technological Fundamentals of Digital Innovation
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.
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.
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 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.
Find an overview
Why Do People Not Install Corona-Warn-App? Evidence from Social Media
LECTURE NOTES IN BUSINESS INFORMATION PROCESSING, 437
Towards a New Value Chain for the Audio Industry
LECTURE NOTES IN BUSINESS INFORMATION PROCESSING, 437, 694–704
Blockchain Application in Luxury Brand Strategy: What Does Blockchain Technology Mean to Luxury Brands?
LECTURE NOTES IN BUSINESS INFORMATION PROCESSING, 437, 102-116
The Impact of Artificial Intelligence on the Investment Decision Process in Venture Capital Firms
LECTURE NOTES IN COMPUTER SCIENCE, 13336, 420–435
The Impact of Machine Learning-Based Techniques on the Scouting and Screening Processes of Early-Stage Venture Capital Firms
LECTURE NOTES IN COMPUTER SCIENCE, Vol 13454
Blockchain Applications in Supply Chain Transactions
JOURNAL OF BUSINESS LOGISTICS, 42 (1), 7-24
A Conceptualisation of Crowd Knowledge
INFORMATION SYSTEMS FRONTIERS
Cash is King, Isn’t It? Payment Preferences and Switching Intentions of German Customers
LECTURE NOTES IN COMPUTER SCIENCE
Toward a Design Theory of User-Centered Score Mechanics for Gamified Competency Development
INFORMATION SYSTEMS MANAGEMENT
A conceptualisation of privacy risk and its influence on the disclosure of check-in services information
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT, 57