According to the resource dependence theory, organisations draw upon interorganisational relationships to address the need for additional resources. The purpose of this study was to analyse whether sport clubs with serious resource problems regarding members, human resources (volunteers and coaches), infrastructure resources (sport facilities), or financial resources would be more likely to have a relationship with another non-profit sport club, a school, or a commercial sport provider. As previous research on interorganisational relationships has been mainly based on qualitative approaches, this study used quantitative data from sport club surveys in two Western European countries, Germany and Belgium (Flanders). The results of the correlation analyses showed that sport clubs in both countries experiencing serious problems regarding the availability of sport facilities were significantly more likely to have relationships with a school or a commercial sport provider. The study provided quantitative evidence that serious resource problems are correlated with interorganisational relationships.
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De laatste decennia laten een spectaculaire groei zien in deelname aan en belangstelling voor sport. Parallel hieraan zijn grote veranderingen zichtbaar in de organisatorische infrastructuur van de sport: de opmars van een veelzijdig commercieel sportaanbod, nieuwe non-profit initiatieven en een groeiende betrokkenheid van de overheid. Niet alleen de verandering, maar ook de continuïteit is opmerkelijk. Want nog altijd is de traditionele voor-en-door-leden-sportvereniging een dominante factor in de sportwereld. Het nieuwe en zich vernieuwende sportaanbod vormen het aandachtsgebied van het lectoraat Sportbusiness Development en staan centraal in deze Openbare Les.
Abstract - This study investigates the Business Process Management (BPM) maturity and process performance of the Dutch Department of Defence (DDoD). Like any other organisation, defence departments use BPM to manage their daily business processes. Despite using BPM, the organisation has never undertaken the initiative to analyse its BPM Maturity level and process performance. This paper presents the first results of such a study and compares this to similar military organisations, non-profit organisations and other organisations in the private sector. The DDoD BPM Maturity index score of 2.66 is similar to that of peer organisations. The study provides some suggestions for research and practical implications for organisation.
The latest IPCC Report (2022) provided by the UN shows us that, to guarantee a safe future for upcoming generations, we must change how we lead our lives on several levels. However, the increasing urgency to act and behave in a way that is not damaging the climate is bringing many psychological concerns to young generations. Worldwide reports are demonstrating how the issue of eco-anxiety is increasing daily, and how young people are feeling more hopeless than ever. Climate change has become a climate crisis, and individuals are experiencing pressure and fear incessantly (Marks et al., 2021). We, as Climate Streamers, have often found ourselves in this situation as well, but rather than freezing, we decided to take this challenge and think of solutions. Therefore, with the support of Breda University of Applied Sciences, the Performatory community, the BUas Startup Support Team, and outside mentors, we created Climate Streamers Foundation: a new youth-led non-profit organisation and a movement working towards a more inclusive and less polarised climate action. By working with leisure elements and a positive and appreciative approach, we want to give back hope, voice and power to the youth and inspire each other genuinely and sustainably. The purpose of this application is to allow us to elaborate a feasibility study concerning our MVP (minimum viable product), the card game, and boost the overall concept. We intend to implement the researched data to improve the design and sales management. The card game aims to stimulate appreciative conversations by giving space to players to express their opinions and personal stories and it is designed so everyone can play it, regardless of background and knowledge. After giving 200 games in production, we launched the card game in July 2022.