Purpose
Increased digitalization has influenced various business activities including companies’ business models (BMs) by enabling various new forms of cooperation between companies and leading to new product and service offerings as well as new forms of company relationships with customers and employees. At the same time, this digitalization has put pressure on companies to reflect on their current strategy and explore new business opportunities systematically and at early stages. While research on digitalization in the context of BMs is now gaining increased attention, a research gap still exists in this field since the number of empirical insights is limited. The paper aims to discuss these issues.
Design/methodology/approach
Qualitative empirical data collected from 12 key informants working in two distinctive industries, the media and automotive industries, were collected. An investigation was carried out to examine the differences and similarities among how digitalization influences a company’s value creation, proposition and capture, as well as how firms cope with challenges presented by increased digitalization.
Findings
The findings of the study show that, whilst digitalization is generally considered to be important, the value proposition itself as also the position in the value network determine the perceived available options for business model innovation (BMI) by digitalization. Moreover, the organizational capacities and employee competences were identified as future challenges that will be faced by both industries.
Originality/value
The findings of this study have revealed that representatives of the media and automotive industries perceive both the pressures and opportunities of digitalization regarding BMI; its application and exploitation, however, remain challenging. This study contributes to the existing body of knowledge by providing empirical insights in the context of digitalization and BMI.
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The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity and improve teaching methods in pilot education. In this study, potential application areas for AR-supported pilot training were investigated by conducting a survey with 60 pilots and flight instructors (including 12 women). Typical AR use cases were presented in videos, and the pilots reported their preferences regarding similar or other AR applications used in different parts of the flight training program. AR navigation was the use case that was most frequently preferred by both female and male pilots. The majority of pilots agreed that AR could potentially be used in theoretical instruction, pre-flight aircraft inspection, and procedure training. In addition, both gender groups showed similar preferences for various gaming concepts that make learning more interesting and engaging, such as receiving positive feedback. However, a higher percentage of women than men reported that achieving a target or receiving points to successfully finish a task and answering questions during the game were satisfying. Including a story in the game to attract attention was preferred by a higher percentage of men than women. The results of this study can be used to design AR educational concepts that support gender diversity in pilot education and other technical domains.
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