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  <title>OAR@UM Community:</title>
  <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/5582" />
  <subtitle />
  <id>https://www.um.edu.mt/library/oar/handle/123456789/5582</id>
  <updated>2026-11-01T12:38:57Z</updated>
  <dc:date>2026-11-01T12:38:57Z</dc:date>
  <entry>
    <title>Influencer marketing effectiveness in Malta’s food &amp; beverage industry : consumer engagement, trust and purchase behaviour</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/150662" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/150662</id>
    <updated>2026-10-30T13:29:52Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Title: Influencer marketing effectiveness in Malta’s food &amp; beverage industry : consumer engagement, trust and purchase behaviour
Abstract: This study examines the effectiveness of influencer marketing in Malta’s food and beverage industry, &#xD;
focusing on how influencer credibility, consumer trust, engagement, exposure, and influencer type &#xD;
shape consumer behaviour. While influencer marketing has become a key part of modern digital &#xD;
marketing, much of the existing research focuses on larger international markets and often explores &#xD;
these factors individually rather than as a whole. This research addresses that gap by examining how &#xD;
these elements interact within Malta’s small and socially connected market, offering insight into an &#xD;
area that has received limited academic attention. &#xD;
A quantitative research approach was used, based on a positivist philosophy and a deductive research &#xD;
design. Data was collected through an online questionnaire distributed to social media users in Malta &#xD;
aged 18 to 35, producing 99 valid responses. The responses were analysed using descriptive statistics, &#xD;
reliability testing, and Pearson correlation analysis to examine relationships between the main &#xD;
variables and test the study’s hypotheses. &#xD;
The findings show that influencer marketing has a clear impact on consumer behaviour in Malta’s &#xD;
food and beverage sector. Influencer credibility was strongly associated with consumer trust, while &#xD;
trust and engagement were found to be the strongest factors influencing purchasing decisions. &#xD;
Exposure to influencer content also had a positive effect, although its influence was weaker, &#xD;
suggesting that visibility alone is not enough to significantly drive consumer action. The study also &#xD;
found that consumers viewed micro-influencers more favourably than macro-influencers, often &#xD;
perceiving them as more authentic, relatable, and trustworthy. &#xD;
Overall, the findings suggest that trust and authentic connections with audiences play a major role in &#xD;
making influencer marketing effective within Malta’s food and beverage industry. For businesses, this &#xD;
means that working with influencers who are seen as genuine, credible, and able to connect with their &#xD;
followers may be more valuable than simply choosing those with large followings or posting &#xD;
promotional content frequently. This study also offers useful insight into influencer marketing in &#xD;
Malta, particularly within a smaller market where social connections can have a stronger influence on &#xD;
consumer behaviour.
Description: B.Sc. (Hons) Bus.&amp; IT(Melit.)</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Opportunities and challenges of IoT-driven waste management in Malta’s hotel industry</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/150661" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/150661</id>
    <updated>2026-10-30T13:27:29Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Title: Opportunities and challenges of IoT-driven waste management in Malta’s hotel industry
Abstract: Background &#xD;
Waste management has become an important issue within the hospitality industry due to growing &#xD;
environmental concerns, rising costs, and increasing pressure on hotels to adopt more sustainable &#xD;
practices. In Malta, this issue is further intensified by limited land availability for waste disposal and the &#xD;
country’s dependence on tourism. Although international literature highlights the potential of Internet of &#xD;
Things (IoT) technologies in improving waste management, research on IoT-driven waste management &#xD;
systems in Maltese hotels remains limited. &#xD;
Aim &#xD;
To examine current waste management practices within Malta’s hotel industry and explore how IoT&#xD;
driven waste management systems could improve efficiency, waste monitoring, and sustainability, while &#xD;
identifying the main opportunities and challenges linked to their implementation. &#xD;
Methods &#xD;
A qualitative research approach was adopted. Primary data was collected through ten in-depth &#xD;
interviews with professionals working in 3-star, 4-star, and 5-star hotels in Malta and Gozo. The data &#xD;
was analysed using thematic analysis. Secondary data from academic and industry sources was also &#xD;
reviewed. In addition, a limited prototype of an IoT-driven waste management dashboard was &#xD;
developed to demonstrate how such a system could function in practice. &#xD;
Results &#xD;
The findings revealed that waste management in Maltese hotels remains largely dependent on manual &#xD;
separation, contractor collection, and limited monitoring systems. Key challenges included staff &#xD;
compliance, continuous training, food waste, operational pressure, and limited space. The study also &#xD;
found that current waste-related data is often incomplete and insufficient for effective decision-making. &#xD;
Respondents associated IoT-driven systems with benefits such as real-time monitoring, improved &#xD;
decision-making, greater efficiency, and stronger sustainability performance. However, barriers such &#xD;
as high initial costs, resistance to change, and staff adaptation were also identified. &#xD;
Discussion &#xD;
The findings suggest that waste management in Maltese hotels is still underdeveloped in terms of digital &#xD;
transformation. IoT could help hotels move beyond basic monitoring methods by providing more &#xD;
accurate and timely waste-related data. However, successful adoption would depend on financial &#xD;
support, organisational readiness, staff engagement, and ease of integration. &#xD;
Conclusion &#xD;
This study shows that IoT-driven waste management systems have strong potential to improve the &#xD;
efficiency and sustainability of waste management practices within Malta’s hotel industry. It also &#xD;
contributes to the limited literature on this topic in the Maltese context and is supported by the &#xD;
development of a limited prototype illustrating its practical application.
Description: B.Sc. (Hons) Bus.&amp; IT(Melit.)</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Gamification as a business strategy : how game mechanics drive user engagement and sales</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/150660" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/150660</id>
    <updated>2026-10-30T13:25:16Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Title: Gamification as a business strategy : how game mechanics drive user engagement and sales
Abstract: This dissertation examines how gamification can be used as a business strategy to improve &#xD;
user engagement and sales performance within a small-market context. The study focuses on &#xD;
this area because businesses increasingly rely on digital platforms to attract and retain cus&#xD;
tomers, yet there is limited research on how gamification influences user behaviour in smaller &#xD;
markets such as Malta. &#xD;
A quantitative research approach was adopted through an online survey of 111 participants &#xD;
who had interacted with gamified systems. The survey explored user experiences with features &#xD;
such as points, rewards, challenges, progress tracking and discounts. The data was analysed &#xD;
using descriptive statistics and correlation techniques to identify patterns between gamifica&#xD;
tion features, engagement, loyalty and purchasing behaviour. &#xD;
The general findings show that gamification has a positive effect on user engagement. Re&#xD;
spondents indicated that gamified features encouraged them to interact more frequently with &#xD;
platforms, return to apps and spend more time using them. More specifically, rewards, pro&#xD;
gress tracking and challenges were found to be the most influential features, especially when &#xD;
users felt close to achieving a reward or benefit. &#xD;
The findings also suggest that gamification can support customer loyalty and purchase inten&#xD;
tion when users perceive the system as valuable and enjoyable. However, concerns were iden&#xD;
tified around pressure to spend, limited-time rewards and manipulative design. This indicates &#xD;
that gamification is most effective when it is transparent, fair and designed around user needs. &#xD;
The study concludes that gamification can be an effective business strategy for improving en&#xD;
gagement and sales-related behaviour, but its success depends on careful and ethical imple&#xD;
mentation. Businesses should therefore use gamification as part of a wider user-centred strat&#xD;
egy rather than as a simple promotional tool.
Description: B.Sc. (Hons) Bus.&amp; IT(Melit.)</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Designing a digital management implementation framework for formula student teams</title>
    <link rel="alternate" href="https://www.um.edu.mt/library/oar/handle/123456789/150659" />
    <author>
      <name />
    </author>
    <id>https://www.um.edu.mt/library/oar/handle/123456789/150659</id>
    <updated>2026-10-30T13:21:42Z</updated>
    <published>2026-01-01T00:00:00Z</published>
    <summary type="text">Title: Designing a digital management implementation framework for formula student teams
Abstract: Formula Student is a global university-level engineering competition in which student teams design,&#xD;
build, and race a single-seater formula-style car. Beyond the technical challenge, teams must secure&#xD;
significant sponsorship funding each season, yet the business-side processes that support this:&#xD;
acquisition, contracting, payment tracking, deliverable fulfilment, and relationship continuity are rarely&#xD;
formalised. At the University of Malta Racing team (UM Racing), these processes were found to be&#xD;
heavily person-dependent, untracked, and experience driven rather than data driven, creating&#xD;
structural fragility that recurs with each annual intake of new members.&#xD;
This dissertation applies a Design Science Research (DSR) (Doyle et al., 2016) methodology to&#xD;
design, implement, and evaluate a digital sponsorship management framework tailored to the&#xD;
constraints of a volunteer, student-led Formula Student team. The study begins with an empirical&#xD;
as-is analysis of UM Racing’s five sponsorship related sub-processes, identifying seventeen pain&#xD;
points consolidated across three analytical criteria: person-dependency (C1), absence of automated&#xD;
tracking and reminders (C2), and experience-based rather than data-driven decision-making (C3).&#xD;
These findings are benchmarked against nine anonymised peer Formula Student teams from the EV&#xD;
and combustion classes worldwide, confirming that the identified inefficiencies are sector wide rather&#xD;
than organisation specific.&#xD;
From this analysis, twenty five system requirements are derived and used to select and configure&#xD;
Notion as the implementation platform. The resulting framework comprises eight relational databases&#xD;
covering the full sponsorship lifecycle, with automated reminders, role-filtered views, and a&#xD;
standardised request approval workflow. The framework is demonstrated through a walkthrough of&#xD;
each sub-process and evaluated against the three analytical criteria and the full requirement set.&#xD;
The study finds that the framework fully or partially addresses all twenty-five requirements and&#xD;
eliminates all three criteria-level failure modes within the constraints of a no-cost, no-code platform.&#xD;
Limitations include Notion’s automation ceiling and the volunteer nature of Formula Student teams.
Description: B.Sc. (Hons) Bus.&amp; IT(Melit.)</summary>
    <dc:date>2026-01-01T00:00:00Z</dc:date>
  </entry>
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