
Imed Boughzala- Ing. MS, EMBA, PhD, HDR²
- Associate Dean at Institut Mines-Télécom Business School
Imed Boughzala
- Ing. MS, EMBA, PhD, HDR²
- Associate Dean at Institut Mines-Télécom Business School
About
135
Publications
163,704
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1,566
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Introduction
His research interests focus on Digital Transformation, Collaboration Engineering, KM and Serious Games. He is working with several major French and international companies and facilitated several brainstorming and creativity sessions. He is the author of numerous scientific and professional articles (such as JMIS, JAIS, IJIM, Electronic Markets, ISF...) and books, and is a member of the editorial board of Information and Management and Journal of Organizational and End User Computing.
Current institution
Institut Mines-Télécom Business School
Current position
- Associate Dean
Additional affiliations
September 2006 - August 2011
Publications
Publications (135)
Rapid developments in real-time collaborative technologies, coupled with the quest for innovation and creativity, have made global virtual teams (GVTs) a viable workplace collaboration option that many companies are turning to. Although diverse team member perspectives in GVTs are expected to foster creativity, cultural diversity within GVTs also p...
Avec le développement de solutions de Robotic Process Automation (RPA) basées sur l’Intelligence Artificielle, la Direction des Flux de l’assureur Allianz France choisit d’améliorer la reconnaissance automatique de ses flux documentaires entrants. Son objectif est de répondre à la question suivante : comment évaluer les bénéfices de ces technologie...
La Robotic Process Automation (RPA) est une technologie émergente utilisée dans plusieurs secteurs de l’économie tels que l’industrie, la santé et la finance. Elle représente aujourd’hui une opportunité pour les acteurs du secteur de l’assurance qui s’interrogent sur la manière d’évaluer les bénéfices de cette technologie à moyen terme en tenant co...
L’accélération des innovations technologiques a fortement bouleversé
les usages et a conduit à une transformation globale
des organisations, dont les écoles de management ne font pas
exception. L’étude se penche sur les opportunités et impacts
qu’entraînent ces évolutions afin de permettre aux Directeurs
d’école de les appréhender au mieux. Elle of...
3D Virtual Worlds (VW) are rich and promising collaboration tools limitedly introduced to support competence management, yet, extensively used to enhance knowledge sharing (KS) and support knowledge application (KA). Nevertheless, KS and KA represent a challenging medium to leverage individual as well as organization’s competencies. Characterized b...
Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract,...
The growth of the huge data generation related to social media, mobile devices, and Internet of things, increases the urgent need of finding solutions to efficiently manage what we call Big Data. This latter refers to the practices of collection and processing of very large, varied and complex data, and associated techniques and technologies used t...
Organizations increasingly rely on corporate social networks and online communities, under what is called today Enterprise 2.0, to enhance socialization and favor information/knowledge sharing, collaboration and value creation among coworkers. Researchers and practitioners to date have mostly assumed that people from this generation Y, because of t...
With the entry of the contemporary generation (Gen Y) into the workforce, organizations are interested in leveraging Gen Y’s technological preferences when designing their information systems. Specifically, motivated by Gen Y’s dependence on Social Networking Applications (SNAs) in their private lives, organizations have initiated the implementatio...
The quality of collaboration directly affects the quality of an organization's outcomes and performance. Trends like globalization and increased product and service complexity have pushed organizations to become more and more reliant on collaboration in distributed, cross-disciplinary, cross-cultural, virtual teams. The present research is based on...
La dématérialisation touche aujourd'hui à de nombreux aspects de la vie quotidienne et de l'activité en entreprise. C'est le cas d'un grand nombre de processus qui nécessitaient la collocalisation des participants et sont maintenant exécutés à différents moments et à différents endroits. Ce phénomène de la dématérialisation (virtualisation ou encor...
The selection of the most suitable SG with regard to a given learning objective seems to be less well addressed in the literature. This paper reports on the application a new Characterizing and Assessing Serious Games Grid (CASGG) in the higher education field with 41 graduate students to assess their learning performance according to one leaning o...
Dans un contexte marqué par une rupture entre la culture numérique des jeunes et la culture universitaire, les pédagogies basées sur l'usage de Serious Games (SG) se sont largement développées. Les SG sont, en effet, susceptibles de solliciter la motivation des étudiants et de leur permettre de développer des connaissances dans le cadre de situatio...
The goal of this book is to provide a comprehensive, multi-dimensional approach to research and practice in e-government 2.0 implementation. Contributions from an international panel of experts apply a variety of methodological approaches and illustrative case studies to present state-of-the-art analysis and perspectives.
Around the world, governm...
E-government 2.0 refers to the inclusions of features like social web, user-generated content, the delivery and use of open data, and network effects through more user engagement. Integrating Web 2.0 technologies into e-government is expected to create opportunities to improve online public services quality, change the relationship with citizens an...
Serious games (SGs) are video or computer games designed for training or educational purposes. Thanks to the wide variety of opportunities they provide, e.g. interactivity, immersion, simulation, etc they have become universally embraced in both academic and non-academic fields alike. However, the selection of the most suitable SG with regard to a...
Although prior research has recognized the negative influence of technostressors on job related outcomes, we posit that this may not be universally true. Further, despite the established salience of individual differences in other contexts, insights into the influence of personality traits on the perceptions of technostressors, and their consequent...
Technology and mobile devices have been successfully integrated in peoples' everyday activities. Educational institutions around the world are increasing their interest to create mobile learning (ML) environments considering the advantage of connectivity, situated learning, individualized learning, social interactivity, portability, affordability a...
Knowledge is considered as a strategic resource in the current economic age. Strategies, practices and tools for enhancing knowledge sharing and knowledge management (KM) in general have become a key issue for organizations. Despite the demonstrated role of communities in sharing, capturing and creating knowledge, the literature is still missing st...
Social media technology has enabled virtual collaborative environments such that people can actively interact, share knowledge, coordinate activities, solve problems and co-create value. Organizations have begun to leverage approaches and technologies to involve numerous people from outside their boundaries to perform organizational tasks. Crowd so...
Organizations increasingly rely on corporate social networks and online communities, under what is called today Enterprise 2.0, to enhance socialization and favor information/knowledge sharing, collaboration and value creation among coworkers. This paper presents and analyzes results from a qualitative exploratory study conducted recently with a fo...
Nowadays, we assist in an exponential growth of online communities and social networks. The community-based knowledge management (KM) approach has become one of the most effective instruments in KM. Despite the demonstrated role of communities in sharing, organizing and creating knowledge, the literature is still missing standards for assessing the...
Organizations increasingly rely on corporate social networks and online communities to enhance socialization and favor knowledge sharing, collaboration and value creation among coworkers. This chapter presents and analyzes results from a qualitative exploratory study conducted recently with a group of 24 graduate management students from a French b...
Social media technology has enabled virtual collaborative environments where people actively interact, share knowledge, coordinate activities, solve problems, co-create value, and innovate. Organizations have begun to leverage approaches and technologies to involve numerous people from outside their boundaries to perform organizational tasks. Despi...
The emerging empirical literature on Open Source communities indicates that a majority of code writing and communication activity is concentrated with a few contributors, the “core” (maintainers). However, these communities allow and encourage participation from anybody, the “periphery”. The focus of this work is on explaining how distributed commu...
There is a little understanding of distributed solving activities in Open Source communities. This study aimed to provide some insights in this way. It was applied to the context of Bugzilla, the bug tracking system of Mozilla community. This study investigated the organizational aspects of this meditated, complex and highly distributed context thr...
This paper introduces a new category of games which could be ranked among collaborative games. This game has the distinction of being based on solidarity and collaboration rather than individualism and competition. It puts forward team spirit over the individual one and serves to enhance players' collaboration skills. This device allows managers to...
Integrating Web 2.0 technologies in e-government creates opportunities to improve online public services quality and potentially can contribute to achieve e-government strategic objectives. This paper presents and analyzes results from an exploratory field study conducted recently with experts and practitioners of e-government services in France. O...
Introduction to the Working and Gaming in 3D Virtual Environments Minitrack
Serious games are video games or computer games designed for training or educational purposes. Thanks to the interesting and useful opportunities that they provide such as interactivity, immersion, simulation they become well accepted and well spread among professional and academic fields. However, the selection of the most suitable serious games t...
Introduction to the Processes and Technologies for Small and Large Team Collaboration Minitrack
Knowledge is considered as a strategic resource in the current economic age. Strategies, practices and tools for enhancing knowledge sharing and knowledge management (KM) in general became one important issue for knowledge-intensive organisations. Despite the demonstrated role of communities in sharing, capturing and creating knowledge, the literat...
Collaboration is increasingly distributed and influenced by the technologies involved in the workspace. 3D Virtual Worlds (VWs) are rich and promising collaboration tools that provide highly interactive environments. Several researchers and practitioners are particularly interested in the potential of these new media to support collaborative practi...
Many researchers argue that the quality of collaboration directly affects the quality of an organization's outcomes and performance. This paper reports on the first field application of a Collaboration Maturity Model (Col-MM) through an automotive field study. This model was empirically developed during a series of Focus Group meetings with profess...
Team Collaboration in Virtual Worlds: Introduction to the Special Issue
Virtual worlds are Internet-based three-dimensional (3D) computer-generated environments where users interact through "avatars" - a computer-generated representation of themselves that they control in terms of appearance and behavior. In recent years, virtual worlds have evolved into sophisticated social systems where millions of people regularly c...
There is a little understanding of distributed solving activities in Open Source communities. This study aimed to provide some insights in this way. It was applied to the context of Bugzilla, the bug tracking system of Mozilla community. This study investigated the organizational aspects of this meditated, complex and highly distributed context thr...
Virtual worlds (VWs) are becoming a popular medium for meetings and collaborative problem solving efforts. However, complex VW communication tools and challenges in managing online social interactions are likely to complicate VW collaboration efforts. Therefore, the purpose of our study was to investigate the role of the facilitator when collaborat...
As the mobile technology evolves, the possibilities for Mobile Learning (ML) are becoming increasingly attractive. However, the lack of perceived learning value and institutional infrastructure are hindering the possibilities for ML attempts. The purpose of our study is to understand the use and adoption of mobile technologies by teachers in a busi...
Virtual worlds (VWs) are becoming a popular medium for meetings and collaborative problem solving efforts. However, complex VW communication tools and challenges in managing online social interactions are likely to complicate VW collaboration efforts. Therefore, the purpose of our study was to investigate the role of the facilitator when collaborat...
Eight years after its legal introduction, public e-procurement in France is undeniably progressing, but its adoption remains relatively limited. Its deployment and use in French public organizations is still very tentative compare to the initial ambitions of political decision makers and compared to its level of deployment in the private sector, an...
Mobile technology and mobile applications evolution have increased possibilities for mobile learning (ML). However, the lack of perceived learning value and institutional infrastructure are hindering the possibilities for ML attempts. The purpose of our study is the understanding opportunities and obstacles of mobile technologies as perceived by te...
The present paper introduces a new category of games which could be ranked among the collaborative games. This “collaboration-oriented game” has the distinction of being based on the solidarity and collaboration rather than individualism and competition. It puts forward team spirit over the individual one and serves to enhance the collaboration ski...
L’objectif de cette recherche exploratoire est d’identifier les facteurs qui, selon les praticiens, déterminent l’adoption de l’e-achat public en France. L’analyse portera sur vingt-sept entretiens non directifs auprès d’acheteurs publics et de responsables dans des entreprises soumissionnaires à des marchés publics. La méthode d’analyse utilisée e...
This study provides a taxonomy of salient opportunities and challenges yielded by collaboration in Virtual Worlds (VWs). A Delphi method is used to gather graduate management students’ opinions resulting from a SWOT analysis of team collaboration in VWs. This study produced an ordered list of important adoption and entry issues to consider when col...
Collaborators on cross-disciplinary, cross-organizational teams must decide what knowledge is sharable. The sharability of a set of private knowledge is defined as the degree to which one feels willing to reveal that knowledge to people who are not members of one’s own organizational unit. This paper proposes a Value Frequency Model of Knowledge Sh...
Organizations increasingly rely on teams to solve problems creatively or design new products and services. Research to date has mostly focused on individual creativity, rather than team creativity. This paper introduces the Team Creativity Model (TCM) to understand the antecedents of team creativity. TCM posits that both individual creativity and s...
In his famous science-fiction novel Snow Crash, Neal Stephenson envisioned the evolution of the Internet into what he called a "Metaverse", a three dimensional (3D) virtual reality-based space where people interacted with each other through their avatars (i.e. graphical representation of themselves) and manipulated virtual artifacts. Since the last...
Virtual worlds (VWs) are becoming a popular medium for meetings and collaborative problem solving efforts. However, complex VW communication tools and challenges in managing online social interactions are likely to complicate VW collaboration efforts. The purpose of our study therefore was to investigate the role of the facilitator when collaborati...
This paper presents a Collaboration Maturity Model (Col-MM) to assess an organization's team collaboration quality. The Col-MM is intended to be sufficiently generic to be applied to any type of collaboration and useable by practitioners for con-ducting self-assessments. The Col-MM was developed during a series of Focus Group meetings with professi...
This chapter introduces a new holistic organization transformation (i.e. Organization 2.0) caused by changes in the act of collaboration (i.e. Collaboration 2.0) due to the emergence of Web 2.0 technologies and their use by a new generation of people called Gen Y. Organization 2.0 is based on Social Capital where end-user participation, emergence o...
E-government is a multidisciplinary field of research based initially on empirical insights from practice. Efforts to theoretically found the field have opened perspectives from multiple research domains. The goal of this chapter is to review evolution of the e-government field from an institutional and an academic point of view. Our position is th...
In the last few years, knowledge management practices have evolved in organizations. The introduction of Web 2.0 technologies has encouraged new methods of information usage and knowledge sharing, which are frequently used by employees who already rely on these Web 2.0 technologies in their personal lives. Knowledge Management 2.0: Organizational M...
Integrating Web 2.0 technologies in e-government opens up new opportunities for improving the quality of online public services
and developing new ones, and can potentially contribute in achieving e-government strategic objectives. This paper presents
and analyzes the result of an exploratory field study conducted recently with a group of e-governm...
Collaborators on cross-disciplinary, cross-organizational teams must decide what knowledge is sharable. The sharability of a set of private knowledge is defined as the degree to which one feels willing to reveal that knowledge to people who are not members of one's own organizational unit. This paper proposes a Value Frequency Model of Knowledge Sh...
Knowledge is considered as a strategic resource in the current economic age. Strategies, practices and tools for enhancing Knowledge Management (KM) became one important issue for organizations. Despite the demonstrated role of communities in sharing, capturing and creating knowledge, the literature is still missing instruments for assessing their...
Trends like globalization and increased product and service complexity have pushed organizations to use more distributed, cross-disciplinary, cross-cultural, virtual teams. In this context, the quality of collaboration directly affects the quality of an organization's outcomes and performance. This paper reports on the first field application of a...
Information and communication technology (ICT) is permeating all aspects of service management; in the public sector, ICT is improving the capacity of government agencies to provide a wide array of innovative services that benefit citizens. E-Government is emerging as a multidisciplinary field of research based initially on empirical insights from...
Introduction Concepts and definitions MeDICIS Medels for ICIS design Discussion MeDICIS life cycle Conclusion About the author References
According to Ikyjiro Nonaka (1994), Knowledge Creation is a spiralling and continuous process of interactions between explicit and tacit knowledge. Explicit knowledge which is codified and transmitted as information in formal and systematic language (e.g. rules, procedures) and tacit knowledge which is personal and deeply internalized, embodied in...
Depuis quelques années, les organisations voient l’apparition d’un nouveau salarié baptisé individu « hypermoderne » dont le management pose problème. L’hyper compétition internationale, la mondialisation, la financiarisation des entreprises comme les mutations technologiques ont conduit à une mutation sociale sans précédent et à la naissance de no...