Organisations are increasingly becoming interdependent in order to create and deliver superior value to their customers. The resulting business mod- els of such organisations are becoming increasingly complex and difficult to de- sign, because they have to deal with multiple stakeholders and their competing interests, and with dynamic and fast paced markets. Hence, in order to ensure the long-term survival of such firms, it is crucial that their business models are viable. Business model ontologies (BMOs) are effective tools for designing and evaluat- ing business models. However, the viability perspective has largely been ignored, and the current BMOs have not been evaluated on their capabilities to facilitate the design and evaluation of viable business models. In order to address this gap, current BMOs have been assessed from the viability perspective. To evaluate the BMOs, a list of 26 criteria is derived from the literature. This list of criteria is then applied to assess six well-established BMOs. The analysis reveals that none of the BMOs satisfies all the criteria. However, the e3-value satisfies most of the criteria, and it is most appropriate for designing and evaluating viable business models. Furthermore, the identified deficits clearly define the areas for enhancing the
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Organisations operate in an increasingly dynamic environment. Consequently, the business models span several organisations, dealing with multiple stakeholders and their competing interests. As a result, the enterprise information systems supporting this new market setting are highly distributed, and their components are owned and managed by different stakeholders. For successful businesses to exist it is crucial that their enterprise architectures are derived from and aligned with viable business models. Business model ontologies (BMOs) are effective tools for designing and evaluating business models. However, the viability perspective has been largely neglected. In this paper, current BMOs have been assessed on their capabilities to support the design and evaluation of viable business models. As such, a list of criteria is derived from literature to evaluate BMOs from a viability perspective. These criteria are subsequently applied to six well-established BMOs, to identify a BMO best suited for design and evaluation of viable business models. The analysis reveals that, although none of the BMOs satisfy all the criteria, e3-value is the most appropriate BMO for designing and evaluating business models from a viability perspective. Furthermore, the identified deficits provide clear areas for enhancing the assessed BMOs from a viability perspective.
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Purpose: To facilitate the design of viable business models by proposing a novel business model design framework for viability. Design: A design science research method is adopted to develop a business model design framework for viability. The business model design framework for viability is demonstrated by using it to design a business model for an energy enterprise. The aforementioned framework is validated in theory by using expert opinion. Findings: It is difficult to design viable business models because of the changing market conditions, and competing interests of stakeholders in a business ecosystem setting. Although the literature on business models provides guidance on designing viable business models, the languages (business model ontologies) used to design business models largely ignore such guidelines. Therefore, we propose a business model design framework for viability to overcome the identified shortcomings. The theoretical validation of the business model design framework for viability indicates that it is able to successfully bridge the identified shortcomings, and it is able to facilitate the design of viable business models. Moreover, the validation of the framework in practice is currently underway. Originality / value: Several business model ontologies are used to conceptualise and evaluate business models. However, their rote application will not lead to viable business models, because they largely ignore vital design elements, such as design principles, configuration techniques, business rules, design choices, and assumptions. Therefore, we propose and validate a novel business model design framework for viability that overcomes the aforementioned shortcomings.
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Purpose - The purpose of this paper is to analyze whether the fitness industry in Belgium is financially viable in its position as a growing commercial player within the framework of the European sport model where non-profit and public sport providers still have a strong impact. Design/methodology/approach - The authors evaluate the financial performance of the Belgian fitness industry using a time-trend analysis applying a cross-sectional research design for the years 2002 through 2007. Findings - The analysis shows that the Belgian fitness industry is not able to generate positive income figures despite large increases in sales revenues. In particular fitness chains generally accumulate losses. However, the Belgian fitness industry pursues an active investment policy resulting in high noncash expenses in depreciations negatively influencing accounting profit numbers. The operating cash flow generated by the Belgian fitness industry is, nevertheless, largely positive. Although no immediate liquidity problem exists, the fitness industry needs to improve its profitability in the long run in order to stay in business. Research limitations/implications - This study can be a starting point for further and more in depth financial performance evaluations of commercial actors in the field of sport. Differences and similarities between European countries should be investigated in order to generalize the findings. Practical implications - The conclusions could support regulators in policy decisions and business managers in strategic decisions relying on financial information in order to pilot their organization. Originality/value - Analyzing the financial performance of a sport industry at a national scale is challenging. However, this kind of analysis is not frequently performed for commercial sport providers such as the fitness industry. This is precisely where this paper wants to contribute.
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Using a multi-wave, multi-level design, this study unravels the impact of subjective (dis)similarities in teams on team effectiveness. Based on optimal distinctiveness theory and the social inclusion model, we assume combined effects of individual and shared perceptions of supplementary and complementary person–team fit on affective and performance-based outcomes. Furthermore, at the team level, we expect this relationship to be mediated by team cohesion. In a sample of 121 participants (across 30 teams), we found that teams in which members share perceptions of high supplementary as well as high complementary fit outperform those in which they do not. In addition, members of such teams report higher levels of team satisfaction and viability. Both of these occur through positive effects on the cohesion within the team. Thereby, our results support the central tenet of the social inclusion model. At the individual level, this enhancing effect of the interaction was not supported, providing additional evidence for considering perceived person–team fit as a collective construct.
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The external test is the tenth and final building block of the first and second stage of the Business Model Template (BMT). You will test the viability of the business model concept you have developed so far. You can test your business model idea against all kinds of...
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Background• We need to transition to sustainable energy because of several reasons (e.g., climate change)• The transition process is hampered due to lack of viable business models
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This article draws on Robinson, McNeill and Maruna’s argument (2012) about the adaptability of community sanctions and measures, observed through four distinctive penal narratives, in order to shed light on the regional development of community service in Wroclaw, Poland. While the managerial adaptation of community sanctions is underpinned by an inter-agency cooperation to fulfil the goals of the system, the contemporary rehabilitation iteration has become a toolkit of measures predominantly phrased around risk management, the reparative discourse seeks various means to repair harm, and the punitive orientation represent the turn to desert-based and populist sentencing frameworks. In this article, the first three are reflected upon along with the emerging, restorative adaptation of community sanctions. The last one is added to expand on the findings of previous research, which suggests the viability of the restorative orientation for community service in Poland (Matczak, 2018). A brief discussion of how punishment, probation and restorative justice can be reconciled is followed by the introduction of Polish Probation and the role of probation officers in delivering community service in Poland. Although the penal narratives are visible in the Wrocław model to different degrees and in various combinations, more research is required to evaluate the viability of a progressive orientation to punishment during a gradual optimisation of community orders. Originally published: Anna Matczak, The penal narratives of community sentence and the role of probation: The case of the Wrocław model of community service, European journal of probation (Vol. 13 nr. 1) pp. 72-88. Copyright © 2021year (The Author). DOI: 10.1177/2066220320976105
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In recent years video game consoles, such as the Nintendo Wii™ and the Microsoft Kinect™, have been introduced into residential facilities. This paper presents a review of current studies documenting the benefits and detriments the Wii could have on adults aged 60 years and over in residential facilities, concentrating on the common uses of the Wii in care facilities: maintaining physical fitness, promoting mental well-being, encouraging social interaction and both physical and mental rehabilitation. Furthermore, this paper discusses the potential use of the Microsoft Kinect in care for older persons. The Wii can have a positive impact on the physical and mental health of older adults living in care facilities, but additional work should still be conducted, including assessing the use of games outside of Wii Sports and Wii Fit and possible non-gaming application of the Wii in care for older adults. Results for the Wii display potential for use of the Kinect in care facilities but further exploration is required to assess the potential physical impact and interaction viability.
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