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Zielgruppe | Master |
Inhalt | The "Metaverse" is a computer-generated, three-dimensional, fully immersive environment (Drucker, 1994). The term was first coined by Neal Stephenson in his 1992 novel Snow Crash. Today, companies such as META aka Facebook invest hundreds of millions of dollars in building the leading metaverse. Apart from that, the Metaverse promises interesting opportunities for knowledge workers to collaborate and overcome spatial constraints of remote work. The aim of this thesis is to investigate the boundary conditions of performing knowledge in virtual environments such as a Metaverse. To do this, you will get a pair of VR-Goggles (Oculus Quest I) for conducting qualitative experiments at the University. Moreover, it is required to work with an accompanying theory such as conflict-distraction theory. |
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Kontakt | Jonas Rieskamp |
Zielgruppe | Bachelor (evtl. Master) |
Inhalt | Attracting and retaining talent has become more competitive due to demographic change and has gained new focal points through digitization accelerated by the Covid-19 pandemic. Similarly, the trend of working independently and flexibly from anywhere as so-called “Digital Nomads” has emerged globally. To address both trends, companies begin to adopt a similar working model of “Corporate Nomadism” and have to implement it into their Employer Branding strategy. The aim of this thesis is to investigate the extent to which Corporate Nomadism is implemented in organizations' Employer Branding strategy. To do this, this thesis could follow a qualitative approach and conduct interviews with respective organizations. This topic raises questions about the extent to which digital or corporate nomadism can be integrated successfully into the employer branding strategy of an organization, what advantages and disadvantages it can offer for employers, or what impact it has on the employees’ willingness to select the respective job. |
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Kontakt | Marie Langer |